
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
(new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.6.0Donators/Buyers bonus! Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Archmage |
| Level / Exp | 29 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Xerywen the whitehoof ghoul at level 29 on the 50th Pain 124th year of Ascendancy at 07:17 / 1 |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 10 (base 11) |
| Constitution | 16 (base 10) |
| Magic | 79 (base 60) |
| Willpower | 54 (base 48) |
| Cunning | 22 (base 17) |
Resources
| Life | -159/649 |
| Mana | 72/384 |
| Steam | 100/100 |
| Healing Factor | 1.3183870967741 |
| Regeneration | 0.32959677419353 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 5 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | -14 |
| Crit Chance | 8% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Darkness | +18% |
| Light | +13% |
| Temporal | +22% |
| Fire | +85% |
| Arcane | +27% |
| Mind | +15% |
| All | +3% |
Offense: Damage Penetration
| Fire | +52% |
Defense: Base
| Armour (hardiness) | -10.675056768734 (50%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 9 |
| Physical Save | -8 |
| Spell Save | 25 |
| Mental Save | 23 |
Defense: Resistances
| Darkness | + 22%( 70%) |
| Nature | + 47%( 70%) |
| Fire | + 33%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 37%( 70%) |
| Cold | + 69%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 21% |
| Disarm Resistance | 22% |
| Pinning Resistance | 22% |
| Poison Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 204 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 127 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1076% for 10 turns (73 total) and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 207 damage for 4 turns. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.50 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Stone Skin |
| talent | Burning Wake |
| talent | Chant of Fortitude |
| talent | Shielding |
| talent | Wildfire |
| talent | Arcane Power |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target's combat ability is reduced, reducing its attack by 18. Sunder Arms |
| detrimental effect | The target's armour and saves are broken, reducing them by 29. Sunder Armour |
| beneficial effect | You have 1 charges. Death Momentum |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+3 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 90 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+5 eff.) Max.HP +40.00 Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | cashmere wizard hat 'Earthseam' (2 def, 0 armour) 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% fire +9% nature +12% mind Melee Ret 8 nature 6 light ----- def ----- Defense +2 (+2 eff.) Resists +6% nature +19% fire ---------- misc Light +2 Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A pointy cloth hat, very wizardly... |
| Tool | supercharged steel torque of mindblast [power 205] (19 cooldown)2.0 T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 200 mind damage and silencing them for 4 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Morain'0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +1 Con +3 Wil dps ---------- S.pwr/crit +2 Dmg.mod +6% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Spell.save +14 (+7 eff.) Mind.save +6 (+3 eff.) Max.HP +23.00 Disarm- +22% Pinning- +22% Knockbk- +22% ---------- misc Vim/s.crit +1.00 Max.stam +10.00 Rings can have magical properties. |
| On fingers | titan's copper ring of clarity0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Confus- +21% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | elven-wood magestaff of channeling (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +21 (+6 eff.) Dmg.mod +25% fire ---------- misc Mana/turn +0.18 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | cinder hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 fire Dmg.mod +4% fire ----- def ----- Armour +2 Resists +6% fire ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | timebroken cashmere robe (0 def, 3 armour) 2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +9% arcane +13% temporal ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Resists +11% all ---------- misc Max.mana +38.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Ethereal Embrace (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+7 eff.) Resists +15% nature +15% cold +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.8 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 115.45 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Inventory
healing infusion of the titan (heal 82; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 90; 17 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 90 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the wizard (range 7; phase 20; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 177; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 177 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Polyldara0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Defense +15 (+10 eff.) Resists +6% mind Crit.dmg- 15.00% HP.reg +4.00 Confus- +20% Pinning- +20% ---------- misc Masteries +0.22 Steamtech/Physics Amulets can have magical properties. |
Durumas the Glowhacker0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +8 (+4 eff.) Dmg.mod +9% lightning +9% light +9% darkness Res.pen +10% light Melee Ret 6 light ----- def ----- Resists +3% light +15% darkness Rings can have magical properties. |
rogue's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) Mind.save +5 (+3 eff.) Confus- +20% Rings can have magical properties. |
thought-forged steel battleaxe of massacre (29-43.5 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Master/Psionic Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 mind On Hit: * 21% chance to reduce all saves and defense by 22 While equipped: Stats +3 Cun +5 Wil Massive two-handed battleaxes. |
steel greatmaul of paradox (28-42 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 temporal While equipped: ----- def ----- Resists +10% temporal Massive two-handed mauls. |
thought-forged dwarven-steel longsword of enduring (24-33.6 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Nature/Psionic Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +13 mind On Hit: * 10% chance to reduce all saves and defense by 22 While equipped: Stats +10 Wil +2 Cun +7 Con ----- def ----- Max.HP +37.00 Sharp, long, and deadly. |
cured leather sling 'Airoracle'4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +16 lightning +9 fire While equipped: Stats +2 Str +4 Mag +3 Con dps ---------- Dmg.mod +6% darkness +12% fire Res.pen +10% darkness ----- def ----- Resists +12% lightning Crit.dmg- 15.00% ---------- misc Light +2 Slings are used to hurl stones or metal shots at your foes. |
Baliladar the ash vilestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +16 (+4 eff.) S.pwr/crit +4 Dmg.mod +15% fire +6% temporal Melee Ret 4 temporal ----- def ----- Resists +6% acid ---------- misc Mana/turn +0.13 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Baribers the Quenchpall4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot [Rare] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Cun dps ---------- Crit.mult +20.00% Dmg.mod +6% mind +12% cold Acc +7 (+7 eff.) On Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +6% blight ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+6 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cracklerock (15.5-23.25 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 [Rare] Master/Steamtech Power 15.5 - 23.3 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +21 Melee+ +8 lightning +4 temporal On Crit.r2 +12 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 27 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +15% temporal +19% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Shimmertrail the stralite steamsaw (31-46.5 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Random Unique] Arcane/Nature/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 On Hit.r1 +4 lightning On Crit.r2 +24 acid +5 nature Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +9% acid +5% temporal +7% nature +5% lightning Apr +9 On shield block: * Deals 144 light and fire damage to each enemy blocked ----- def ----- Armour +5 Defense +8 (+6 eff.) Fatigue +10% Resists +9% lightning +9% light +14% blight +9% fire +14% nature Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
hateful steel steamsaw of purity (14.5-21.75 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 [Ego] Nature/Psionic/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Melee+ +7 darkness Against +7% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% Resists +11% nature +12% blight ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stralite steamsaw of rage (31-46.5 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Master/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Acc+ +0.3% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +71 Uses 1.0 Steam While equipped: Stats +5 Str dps ---------- Dmg.mod +9% physical Acc +12 (+12 eff.) ----- def ----- Armour +5 Defense +8 (+6 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
dwarven-steel waraxe of vileness (20.5-28.7 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Arcane Power 20.5 - 28.7 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 27 One-handed war axes. |
elemental dwarven-steel waraxe (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Create an explosion dealing 96 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +13% acid Res.pen +13% acid One-handed war axes. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+5 eff.) ----- def ----- Armour +2 Defense +9 (+7 eff.) Resists +15% cold Phys.save +10 (+10 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boltrip (0 def, 4 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +4 Dex +2 Con dps ---------- Phys.crit +1.0% Phys.pwr +5 (+5 eff.) Dmg.mod +16% temporal Apr +5 ----- def ----- Armour +4 Resists +6% lightning +16% temporal +5% physical +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of protection (2 def, 2 armour)2.0 T1 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Armour +2 Defense +2 (+2 eff.) Resists +7% all Phys.save +16 (+16 eff.) Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of corrosion (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +10% acid ----- def ----- Resists +15% acid +9% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature ----- def ----- Armour +0 Hardiness +0% Fatigue +0% Resists +5% blight +9% all Max.HP +42.00 HP.reg +2.10 Heal.mod +14% Poison- +26% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Phys.save +7 (+7 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bleakwrack the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor [Rare] Psionic While equipped: dps ---------- Spell.crit +2% Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +6% blight +6% darkness Res.pen +10% blight Acc +7 (+7 eff.) Melee Ret 6 mind 8 blight ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+8 eff.) Mind.save +8 (+4 eff.) Disarm- +36% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+7 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic hardened leather gloves (0 def, 5 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +8 (+4 eff.) Max.HP +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of butchering (0 def, 9 armour)1.5 T2 hands armor [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +9 (+7 eff.) Melee+ 7 physical Dmg.mod +6% physical Acc +7 (+7 eff.) Apr +7 ----- def ----- Armour +9 Fatigue +3% Resists +8% blight Spell.save +14 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
sand rough leather gloves (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yvoba the Shockwind (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Wil +2 Con dps ---------- Dmg.mod +16% lightning Res.pen +25% lightning ----- def ----- Defense +2 (+2 eff.) Resists +31% lightning ---------- misc Infravis +1 Sight +0 See.Stealth +0 See.Invis +0 A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat of the sentry (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/turn +0.10 Infravis +3 Sight +0 See.Stealth +6 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 50% and attempts to push all creatures other than yourself out of its radius, inflicting 9.68 light damage and 10.11 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
prismatic iron mail armour of implacability (2 def, 9 armour)14.0 T1 heavy armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +9 Defense +2 (+2 eff.) Fatigue +7% Resists +10% light +11% darkness Phys.save +6 (+6 eff.) A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +12% blight +17% darkness ---------- misc Light +2 A suit of armour made of mail. |
searing dwarven-steel mail armour of stability (3 def, 8 armour)14.0 T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 8 acid 10 fire Melee Ret 10 acid 8 fire ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +18% acid +10% fire +7% physical Phys.save +15 (+15 eff.) A suit of armour made of mail. |
stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+4 eff.) Fatigue +12% Max.HP +20.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of mail. |
hardened leather armour 'Winteronslaught' (15 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Random Unique] Master While equipped: Stats +2 Dex dps ---------- Mov.spd +20% Res.pen +25% blight +5% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Armour +6 Defense +15 (+10 eff.) Fatigue +8% Resists +21% acid +24% fire +3% blight A suit of armour made of leather. |
acidic dwarven-steel shield of winter (0 def, 6 armour, 76 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil dps ---------- Melee+ 6 acid On shield block: * Deals 113 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 7 acid ----- def ----- Armour +6 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
coruscating dwarven-steel shield of shrapnel (0 def, 6 armour, 73.5 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 37 physical damage over 5 turns (1/turn) Melee Ret 7 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
29 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
31 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
29 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(111 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of clarity2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +6 (+6 eff.) Mind.save +5 (+3 eff.) Heal.mod +11% ---------- misc Light +3 See.Stealth +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
27 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
psychokinetic pouch of dwarven-steel shots of annihilation (16/16, 38-45.6 power, 7 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego++] Master/Psionic Power 38.0 - 45.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +10.0% Capacity 16 Proj.spd +200% Ranged+ +19 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 132 physical damage Shots are used with slings to pummel your foes to death. |
extending steel torque of mindblast [power 155] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 152 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
15 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick elm wand of lightning storm [power 110] (12 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 19 lightning damage and will be dazed for 1 turn (96 total damage) Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
21 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Fire Mage the Whitehoof Archmage level 16
1st Revenge 124th year of Ascendancy at 10:07 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Fire Mage the Whitehoof Archmage level 12
31st Retaking 124th year of Ascendancy at 11:22 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fire Mage the Whitehoof Archmage level 10
18th Retaking 124th year of Ascendancy at 10:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fire Mage the Whitehoof Archmage level 20
11st Revenge 124th year of Ascendancy at 21:08 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Fire Mage the Whitehoof Archmage level 25
5th Pain 124th year of Ascendancy at 19:35 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fire Mage the Whitehoof Archmage level 14
41st Retaking 124th year of Ascendancy at 03:41 see stats
Log
Xerywen the whitehoof ghoul shatters Fire Mage shield!
The fabric of space around Fire Mage stabilizes to normal.
Fire Mage teleports some damage to Xerywen the whitehoof ghoul!
Melee retaliation hits Xerywen the whitehoof ghoul for (8 flat reduction), 0 nature, (6 flat reduction), 0 light (0 total damage).
Xerywen the whitehoof ghoul hits Xerywen the whitehoof ghoul for 96 teleported damage.
Xerywen the whitehoof ghoul hits Fire Mage for (96 teleported), 0 physical (0 total damage).
--------------------------------
Xerywen the whitehoof ghoul uses Sunder Arms.
Fire Mage's fighting ability is impaired!
Melee retaliation hits Xerywen the whitehoof ghoul for (7 flat reduction), 0 nature, (5 flat reduction), 0 light (0 total damage).
Xerywen the whitehoof ghoul hits Fire Mage for (1 flat reduction), (124 absorbed), 0 physical (0 total damage).
The shield around Fire Mage crumbles.
--------------------------------
Xerywen the whitehoof ghoul casts Throw Bomb.
Xerywen the whitehoof ghoul hits Fire Mage for (1 flat reduction), 177 lightning (177 total damage).
Gewe the whitehoof invoker casts Ice Shards.
Xerywen the whitehoof ghoul uses Shattering Shout.
Xerywen the whitehoof ghoul hits Fire Mage for (1 flat reduction), 632 physical (632 total damage).
Fire Mage the level 29 whitehoof archmage was pierced to death by Xerywen the whitehoof ghoul on level 2 of Krimbul Territory.
--------------------------------
Fire Mage deactivates Stone Skin.
Fire Mage's ability to fight has recovered.
Fire Mage deactivates Chant of Fortitude.
Fire Mage deactivates Shielding.
Fire Mage's armour is more intact.
Fire Mage deactivates Burning Wake.
Fire Mage deactivates Wildfire.
Fire Mage deactivates Arcane Power.






























































































































