












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Forbidden Cults 1.7.0Official 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.
Ashes of Urh'Rok 1.7.0Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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:
Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Skirmisher |
| Level / Exp | 50 / 1089% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 35 (base 15) |
| Dexterity | 91 (base 60) |
| Constitution | 94 (base 60) |
| Magic | 25 (base 10) |
| Willpower | 30 (base 24) |
| Cunning | 78 (base 60) |
Resources
| Life | 1699/1715 |
| Steam | 20/100 |
| Stamina | 294/294 |
| Equilibrium | 8 |
| Healing Factor | 1.8773816173101 |
| Regeneration | 112.37869786315 |
Speed
| Mental | -2.9976021664879E-12% |
| Attack | 0% |
| Movement | +8.8817841970013E-14% |
| Spell | 0% |
| Global | +96.353718395668% |
Vision
| Sight | 10 |
| Lite | 9.9230090491866 |
| Infravision | 13 |
| See Stealth | 63.44069873173 |
| See Invisible | 73.44069873173 |
Offense: Mainhand
| Damage | 175 |
| Accuracy | 74 |
| Crit Chance | 73% |
| APR | 8 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 61 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +24% |
| Light | +64% |
| Cold | +12% |
| Darkness | +25% |
| Physical | +35% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Light | +48% |
| Fire | +15% |
| Physical | +33% |
| Mind | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 52.512106701502 (92.48359865478%) |
| Defense | 77 |
| Ranged Defense | 77 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 30 |
| Mental Save | 36 |
Defense: Resistances
| Blight | + 36%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 70%( 70%) |
| All | + 17%( 70%) |
| Lightning | + 59%( 70%) |
| Light | + 42%( 70%) |
| Temporal | + 51%( 70%) |
| Physical | + 39%( 70%) |
| Darkness | + 51%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 55% |
| Bleed Resistance | 70% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 70% |
| Knockback Resistance | 55% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 65%. |
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -819 life. The duration and life will increase by 1% for every 1% life you have lost (currently 826 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 724% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 200% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 260 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Cunning / Poisons | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 0.80 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Insidious Poison |
| talent | Trained Reactions |
| talent | Apply Poison |
| talent | Pace Yourself |
| talent | Leeching Poison |
| talent | Counter Shot |
| beneficial effect | Increases defense by 26. Mobile Defense |
| detrimental effect | The target is cursed, taking 101.62 darkness damage per turn and preventing natural life regeneration. Curse of Death |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | You gain 41% resistance against temporal, nature and darkness. Resolve |
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 have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
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 |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
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. * You have disposed of Kaltor, the loot is yours! | done |
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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | 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 | pair of hardened leather boots 'Morningwill' (0 def, 11 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Dmg.mod +12% light Res.pen +18% physical Apr +2 ----- def ----- Armour +11 Phys.save +15 (+5 eff.) Stealth +0 Die.at -20.00 life Pinning- +25% Knockbk- +25% Teleport- +100% A pair of boots made of leather. |
| Quiver | psychokinetic pouch of voratun shots of crippling (22/23, 165% power, 6 apr)3.0 T5 shot ammo [Ego++] Master/Psionic Power 165% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +21.0% Capacity 23 Ranged+ +38 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 238 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light +25% darkness ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +0 Infravis +10 See.Invis +10 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(84 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Dawnbloom (8 def, 14 armour) 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Cun dps ---------- Dmg.mod +33% light +24% lightning Res.pen +33% light Melee Ret 10 light 8 fire ----- def ----- Armour +14 Defense +8 (+2 eff.) Fatigue +5% Resists +21% lightning +15% fire +7% all Phys.save +14 (+5 eff.) Mind.save +15 (+6 eff.) ---------- misc Light +4 A cap made of leather. |
| On hands | Brighttitan the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Str +15 Con dps ---------- Phys.crit +13.0% Spell.crit +12% Mind.crit +11% Crit.mult +9.00% Res.pen +15% fire ----- def ----- Armour +2 Resists +5% arcane Disarm- +100% ---------- misc Light +3 Talents +5 Iron Grip 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. |
| Tool | overpowered voratun torque of psionic shield [power 245] (13/22 cooldown)2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 245 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | sneakthief's voratun ring of frost (+24%)0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +9 Cun +8 Dex dps ---------- Dmg.mod +12% cold Acc +11 (+2 eff.) ----- def ----- Resists +24% cold Rings make your fingers look great! |
| On fingers | Glow's kiss the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex +3 Mag dps ---------- Dmg.mod +9% light Res.pen +15% light Acc +14 (+3 eff.) Melee Ret 6 light 8 cold ----- def ----- Resists +24% cold Crit.dmg- 15.00% Rings make your fingers look great! |
| Around neck | Ragaruista0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +14 Dex +5 Mag +3 Wil +10 Con ---------- misc Light +2 Infravis +3 Amulets make your neck look great! |
| In main hand | Nithan's Force 4.0 T5 sling 1H weapon [Unique] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 On Hit.r1 +0 20% chance of physical repulsion On Hit: * applies a stacking poison dealing 50 damage per turn While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 5.5 Pwr.cost 11 out of 16/16. Range 10 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
| Around waist | hardened leather belt 'Tulurach' 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +7 Mag +2 Wil dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Crit.dmg- 15.00% Spell.save +8 (+4 eff.) Proj.slow +25% ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | acidic voratun shield of crushing (0 def, 10 armour, 186% power, 195 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 187% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +195 On Hit: * 21% chance to reduce armor by 35% On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +11 (+3 eff.) Melee+ 9 acid Melee Ret 20 acid ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | restorative elven-silk cloak of the hunter (3 def, 0 armour) 2.0 T5 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +29 (+6 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -7% Resists +15% blight +11% nature +30% lightning Max.HP +98.00 HP.reg +7.00 Heal.mod +13% Stun/Frz- +50% ---------- misc Max.stam +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | psion's elven-silk robe of life (0 def, 0 armour) 2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+2 eff.) Dmg.mod +15% mind Res.pen +6% mind ----- def ----- Resists +8% blight +15% all Max.HP +66.00 HP.reg +15.40 Heal.mod +17% Poison- +70% Disease- +70% Cut- +70% ---------- misc Psi/turn +0.77 Max.psi +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the titan (efficiency 158% / cooldown 96%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 158% efficiency and cooldown mod of 96%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion (heal 514; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 514 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. |
wild infusion (res 20%; mental, physical; dur 4; cd 15)0.1 infusion scroll [Normal] 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 cure yourself of one random mental and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 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: 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. |
schematic: Alchemist's Helper0.1 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: Antimagic 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. |
2 schematic: Armour Reinforcement0.1 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: Black 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. |
2 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: Deflection Field0.1 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: Explosive 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. |
3 schematic: Fiery 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. |
schematic: Flare 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. |
2 schematic: Flash Powder0.1 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. |
4 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. |
5 schematic: Frost 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. |
schematic: Grounding Strap0.1 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: Hand Cannon0.1 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: Headlamp0.1 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: Healing 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. |
schematic: Iron Grip0.1 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: Lightning Coil0.1 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: Magnetic 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. |
2 schematic: Mana Coil0.1 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: Mental Stimulator0.1 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: Moss Tread0.1 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: Poison Groove0.1 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: Razor Edge0.1 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 Projector0.1 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. |
4 schematic: Second Skin0.1 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 Edge0.1 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: 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: Spike Attachment0.1 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: Spring Grapple0.1 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. |
4 schematic: Steamgun0.1 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: 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: Thunder Grenade0.1 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: Thunderclap 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: Unstoppable Force 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. |
schematic: Voltaic 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. |
3 schematic: Water 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. |
3 schematic: Waterproof 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: Winterchill Edge0.1 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. |
Arcwither0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +11 Wil +9 Cun +3 Con dps ---------- Crit.mult +26.46% Apr +4 Melee Ret 13 lightning ----- def ----- Defense +40 (+9 eff.) Resists +12% lightning ---------- misc Mana/turn +0.24 Amulets make your neck look great! |
Getta the Floesaw0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +9% acid Res.pen +25% blight Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Fatigue -5% Resists +6% acid +9% cold HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
warrior's steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +13% Cut- +50% ---------- misc Stam/turn +0.40 Heal: Puts all charms on 24 cooldown Level 3.5 Pwr.cost 24 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 399 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
mule's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Stun/Frz- +31% ---------- misc Max.enc +22 Rings make your fingers look great! |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
voratun ring 'Eclipsewreath'0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +10 Con dps ---------- Crit.mult +15.00% Mind.pwr +30 (+7 eff.) Dmg.mod +9% mind Melee Ret 10 darkness ----- def ----- Resists +12% darkness +15% temporal Phys.save +20 (+7 eff.) Mind.save +12 (+5 eff.) ---------- misc Max.hate +4.00 Rings make your fingers look great! |
voratun mace 'Borirab' (156% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Rare] Arcane Power 156% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage While equipped: Stats +5 Mag +10 Cun +5 Con dps ---------- Apr +5 Melee Ret 13 arcane ----- def ----- Resists +7% arcane Phys.save +24 (+8 eff.) ---------- misc Max.stam +39.69 Blunt and deadly. |
Unlightquencher the drakeskin leather sling4.0 T5 sling 1H weapon [Rare] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +265% Ranged+ +20 acid +16 physical While equipped: Stats +12 Str dps ---------- Dmg.mod +19% acid Apr +16 ----- def ----- Resists +26% darkness +3% physical ---------- misc Reload +5 Slings are used to hurl stones or metal shots at your foes. |
Gravitational Staff (136% power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Gravity pin Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+8 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 4.5 Pwr.cost 10 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 141.69 physical (gravity) damage. Each target moved beyond the first increases the damage by 17.71 (up to a maximum of 70.84 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
balancing drakeskin leather belt of burglary1.0 T5 belt armor [Ego++] Master While equipped: Stats +12 Dex +12 Cun +10 Lck dps ---------- Phys.crit +12.0% Mind.crit +10% ----- def ----- Stealth +14 ---------- misc T.Disarm +30 Infravis +6 A belt that goes around your waist. |
drakeskin leather belt 'Hettydil'1.0 T5 belt armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% mind +27% arcane Res.pen +10% mind ----- def ----- Resists +8% acid +10% fire +9% cold +9% mind +7% lightning Max.HP +59.00 HP.reg +2.90 Heal.mod +30% A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour)2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Has a 50% chance each turn to slash an adjacent enemy for 212 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 7 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 73 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Prismwrecker the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Dmg.mod +15% fire +18% nature +9% light Res.pen +20% fire +30% mind +15% light Melee Ret 13 fire 6 mind 10 light On Hit (Melee): * 26% chance to slow global speed by 63% ----- def ----- Defense +3 (+1 eff.) Resists +21% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven elven-silk robe of power (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +17 (+6 eff.) Dmg.mod +16% all ----- def ----- Resists +15% all Spell.save +23 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
eldritch pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +5 Fatigue +4% ---------- misc Mana/turn +0.48 Max.mana +44.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stone warden's drakeskin leather gloves of archery (0 def, 16 armour)1.0 T4 hands armor [Ego++] Arcane/Master While equipped: Stats +6 Dex +6 Cun +11 Con dps ---------- Acc +5 (+1 eff.) Apr +9 ----- def ----- Armour +16 Hardiness +10% Resists +10% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-3 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Ebonybringer (0 def, 32 armour)2.0 T5 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 26 arcane resource burn * 26% chance to reduce damage dealt by 29% ----- def ----- Armour +32 Fatigue +5% Resists +24% nature +12% acid Crit.dmg- 19.73% Spell.save +18 (+9 eff.) Max.HP +131.53 HP.reg +5.26 ---------- misc Infravis +4 A hat made of leather. Very stylish. |
Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +0 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +0 (+0 eff.) Blind- +50% A Helmet. But with steam power! |
Sulfurfear (6 def, 11 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +0 Cun dps ---------- Dmg.mod +6% arcane Acc +0 (+0 eff.) Melee Ret 6 arcane On Hit (Melee): * 20% chance to slow global speed by 63% ----- def ----- Armour +11 Defense +6 (+2 eff.) Fatigue +5% Resists +5% arcane +20% darkness +14% light +6% all Phys.save +33 (+11 eff.) Mind.save +0 (+0 eff.) ---------- misc Light +0 A cap made of leather. |
The Cage (0 def, 0 armour)1.0 T3 head armor [Unique] Psionic While equipped: Stats +0 Cun dps ---------- All.spd -25% ----- def ----- Resists +30% mind +10% all Res.Cap +30% mind Mind.save +0 (+0 eff.) You are immune to mental status effects. Nothing will ever reach you again. |
drakeskin leather hat of blood magic (0 def, 5 armour)2.0 T5 head armor [Ego+] Arcane While equipped: Stats +6 Mag +8 Wil dps ---------- Spell.crit +4% Dmg.mod +19% blight +20% arcane ----- def ----- Armour +5 Fatigue +5% A hat made of leather. Very stylish. |
miner's hardened leather cap of the depths (0 def, 6 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +0 Cun ----- def ----- Armour +6 Fatigue +3% Resists +8% cold Mind.save +0 (+0 eff.) ---------- misc Infravis +2 Breathe water A cap made of leather. |
voratun mail armour of resilience (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Max.HP +60.00 A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+10 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
rejuvenating drakeskin leather armour of Eyal (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +47.00 HP.reg +19.00 Heal.mod +11% ---------- misc Stam/turn +2.00 A suit of armour made of leather. |
4 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. |
382 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 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. |
4 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. |
10 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 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. |
6 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
dwarven-steel pickaxe 'Duvonarimnir' (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +7 Str ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +8% physical Phys.save +3 (+1 eff.) HP.reg +2.00 Poison- +20% Disarm- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
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. |
7 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. |
10 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Pureriver1.0 T5 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +0% darkness Melee Ret 8 nature 11 lightning On Hit (Melee): * 23% chance to slow global speed by 63% ----- def ----- Crit.dmg- 16.97% Phys.save +15 (+5 eff.) Spell.save +18 (+9 eff.) Mind.save +20 (+8 eff.) Max.HP +113.14 Heal.mod +27% Poison- +23% Silence- +23% ---------- misc Light +5 Infravis +0 See.Invis +0 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: dps ---------- Dmg.mod +0% darkness ----- def ----- Phys.save +7 (+3 eff.) Max.HP +50.00 Heal.mod +15% ---------- misc Light +4 Infravis +0 See.Invis +0 A normal brass lantern, enhanced by alchemy to make it brighter. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+2 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 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. |
7 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 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. |
amazing fiery salve [power 45] amazing fiery salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Remove 3 magical effects and grants a fiery aura (45% fire, light and lightning affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 45] amazing frost salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Remove 3 physical effects and grants a frost aura (45% cold, darkness and nature affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 652] amazing healing salve [power 652]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Heal 652 Puts Talent Medical Injector on 11 cooldown Medical salve. |
amazing pain suppressor salve [power 571] amazing pain suppressor salve [power 571]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Let you fight up to -571 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 7 cooldown Activation is instant. Medical salve. |
amazing water salve [power 45] amazing water salve [power 45]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Remove 3 mental effects and grants a water aura (45% blight, mind and acid affinity). Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
great healing salve [power 562] great healing salve [power 562]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Heal 562 Puts Talent Medical Injector on 11 cooldown Medical salve. |
great pain suppressor salve [power 489] great pain suppressor salve [power 489]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Let you fight up to -489 life and reduces all damage by 24% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 7 cooldown Activation is instant. Medical salve. |
potent frost salve [power 29] potent frost salve [power 29]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Remove 1 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
potent pain suppressor salve [power 326] potent pain suppressor salve [power 326]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Let you fight up to -326 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 7 cooldown Activation is instant. Medical salve. |
potent water salve [power 29] potent water salve [power 29]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Remove 1 mental effects and grants a water aura (29% blight, mind and acid affinity). Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 34] powerful fiery salve [power 34]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Remove 2 magical effects and grants a fiery aura (34% fire, light and lightning affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 34] powerful frost salve [power 34]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Remove 2 physical effects and grants a frost aura (34% cold, darkness and nature affinity) Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 471] powerful healing salve [power 471]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Heal 471 Puts Talent Medical Injector on 11 cooldown Medical salve. |
powerful water salve [power 34] powerful water salve [power 34]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 200% efficiency and 64% cooldown modifier. Remove 2 mental effects and grants a water aura (34% blight, mind and acid affinity). Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
psychokinetic pouch of stralite shots of annihilation (20/20, 163% power, 11 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 163% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +11 Crit +11.5% Capacity 20 Proj.spd +200% Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 238 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of amnesia (24/24, 166% power, 6 apr)3.0 T5 shot ammo [Ego++] Psionic Power 166% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 24 Ranged+ +34 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 238 physical damage * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of voratun shots of crippling (22/22, 167% power, 6 apr)3.0 T5 shot ammo [Ego++] Master/Psionic Power 167% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Capacity 22 Ranged+ +29 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 238 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
great second skin0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Tinkers can be attached to normal items to improve them with steam power! |
mastercraft black light emitter0.0 T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +20% darkness ---------- misc Light -4 Infravis +8 See.Invis +8 Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
perfect acid groove0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
stralite spike attachment0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 40 physical ----- def ----- Armour +16 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
Zytogen the dwarven-steel torque of mindblast [power 265] (13/11 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +7 Con +2 Mag dps ---------- Acc +30 (+7 eff.) Melee Ret 10 physical ----- def ----- Armour +10 Die.at -80.00 life Blast the opponent's mind dealing 305 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
6 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% 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 Sir Skirm the Kruk Yeti Skirmisher level 8
17th Retaking 124th year of Ascendancy at 06:50 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Sir Skirm the Kruk Yeti Skirmisher level 11
30th Retaking 124th year of Ascendancy at 02:56 see stats
Do not go gentle into that good night (Insane (Roguelike) difficulty)
Trapped John.By Sir Skirm the Kruk Yeti Skirmisher level 42
25th Dearth 124th year of Ascendancy at 04:37 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sir Skirm the Kruk Yeti Skirmisher level 27
28th Pain 124th year of Ascendancy at 02:41 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Sir Skirm the Kruk Yeti Skirmisher level 50
31st Loss 124th year of Ascendancy at 17:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sir Skirm the Kruk Yeti Skirmisher level 10
18th Retaking 124th year of Ascendancy at 07:03 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sir Skirm the Kruk Yeti Skirmisher level 20
19th Revenge 124th year of Ascendancy at 21:58 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sir Skirm the Kruk Yeti Skirmisher level 30
37th Pain 124th year of Ascendancy at 02:33 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Sir Skirm the Kruk Yeti Skirmisher level 40
19th Dearth 124th year of Ascendancy at 14:57 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Sir Skirm the Kruk Yeti Skirmisher level 50
7th Loss 124th year of Ascendancy at 10:15 see stats
No Steam, No Palace. No Palace, No Palace! (Insane (Roguelike) difficulty)
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Sir Skirm the Kruk Yeti Skirmisher level 50
29th Loss 124th year of Ascendancy at 00:25 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Sir Skirm the Kruk Yeti Skirmisher level 50
29th Loss 124th year of Ascendancy at 00:25 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Sir Skirm the Kruk Yeti Skirmisher level 36
2nd Dearth 124th year of Ascendancy at 06:26 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sir Skirm the Kruk Yeti Skirmisher level 35
1st Dearth 124th year of Ascendancy at 01:03 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sir Skirm the Kruk Yeti Skirmisher level 25
19th Pain 124th year of Ascendancy at 07:42 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Sir Skirm the Kruk Yeti Skirmisher level 40
20th Dearth 124th year of Ascendancy at 11:39 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Sir Skirm the Kruk Yeti Skirmisher level 42
25th Dearth 124th year of Ascendancy at 08:22 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Sir Skirm the Kruk Yeti Skirmisher level 49
7th Loss 124th year of Ascendancy at 04:57 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Sir Skirm the Kruk Yeti Skirmisher level 24
47th Revenge 124th year of Ascendancy at 04:42 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sir Skirm the Kruk Yeti Skirmisher level 34
52nd Pain 124th year of Ascendancy at 22:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sir Skirm the Kruk Yeti Skirmisher level 17
10th Revenge 124th year of Ascendancy at 01:13 see stats
Log
Sir Skirm's regains its senses.
Talent Block is ready to use.
Sher'Tul High Priest casts Dust to Dust.
Sher'Tul High Priest's spell attains critical power!
Sir Skirm uses Block.
Sher'Tul High Priest hits Sir Skirm for (195 blocked), (26 flat reduction), 0 temporal, (110 blocked), 0 temporal, (64 blocked), 0 physical (0 total damage).
Talent Implant: Medical Injector is ready to use.
Sher'Tul High Priest casts Bone Spear.
Sher'Tul High Priest hits Sir Skirm for (158 blocked), 0 temporal, (92 blocked), 0 physical (0 total damage).
Sir Skirm uses Vital Shot.
Sher'Tul High Priest is no longer embeded in time.
Amakthel's Eye spawns a tentacle near Sir Skirm.
Amakthel's Eye summons a eyed tentacle...
Sir Skirm's Vital Shot performs a ranged critical strike against Eyed tentacle!
Eyed tentacle is stunned!
Eyed tentacle is crippled.
Eyed tentacle is poisoned!
Eyed tentacle starts to bleed.
Sir Skirm's Vital Shot hits Eyed tentacle for 2139 physical, 62 physical, 5 nature (2205 total damage).
Melee retaliation hits Eyed tentacle for 26 light, 8 fire, 20 acid, 9 cold (63 total damage).
Eyed tentacle hits Sir Skirm for (9 flat reduction), 0 physical (0 total damage).
Sher'Tul High Priest casts Curse of Death.
Sir Skirm is cursed.
Sir Skirm hits Sir Skirm for 44 healing, 44 healing (0 total damage) [89 healing].
Curse of Death from Sher'Tul High Priest hits Sir Skirm for (34 flat reduction), 16 darkness (16 total damage).
Sher'Tul High Priest casts Time Shield.
The very fabric of time alters around Sher'Tul High Priest.










































































































































