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| 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:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear 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 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 | Sawbutcher |
| Level / Exp | 43 / 29% |
| Size | huge |
| Lifes / Deaths | Killed by Belowyn the treant at level 43 on the 8th Loss 124th year of Ascendancy at 06:50 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 110 (base 60) |
| Dexterity | 43 (base 20) |
| Constitution | 106 (base 38) |
| Magic | 26 (base 10) |
| Willpower | 43 (base 10) |
| Cunning | 108.5 (base 60) |
Resources
| Life | -177/1787 |
| Equilibrium | 30 |
| Steam | 74/100 |
| Healing Factor | 1.8763969951403 |
| Regeneration | 58.300377247896 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 3 |
| See Stealth | 8 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 150 |
| Accuracy | 49 |
| Crit Chance | 62% |
| APR | 35 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 75 |
| Accuracy | 49 |
| Crit Chance | 42% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7.6666666666667 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +25% |
| Mind | +19% |
| Physical | +7% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Blight | +25% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 62.139431127222 (93.292586063405%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 44 |
| Physical Save | 65 |
| Spell Save | 49 |
| Mental Save | 59 |
Defense: Resistances
| Lightning | + 60%( 70%) |
| Acid | + 38%( 70%) |
| Light | + 29%( 70%) |
| Darkness | + 13%( 70%) |
| Cold | + 54%( 70%) |
| Physical | + 43%( 70%) |
| Fire | + 42%( 70%) |
| All | + 13%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 97% |
| Bleed Resistance | 60% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 60% |
| Knockback Resistance | 56% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.4 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Magic 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 208% efficiency and cooldown mod of 53%. Its effects scale with your Cunning 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 174% efficiency and cooldown mod of 50%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 64 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Steamtech / Sawmaiming | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Steamtech / Furnace | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Steamtech / Battle machinery | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 0.80 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Steamtech / Engineering | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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. | 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 |
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! | 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. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
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. | 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 | dreamer's pair of dwarven-steel boots of massiveness (0 def, 5 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +6 Str +6 Wil +6 Cun +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +5 Fatigue +3% Phys.save +25 (+7 eff.) Spell.save +11 (+3 eff.) Mind.save +8 (+2 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Fulogen' 1.0 T3 lite [Random Unique] Disrupt/Psionic While equipped: Stats +3 Con +5 Wil dps ---------- Dmg.mod +10% mind +16% light ----- def ----- Defense +10 (+4 eff.) Resists +3% all Phys.save +14 (+4 eff.) Spell.save +24 (+8 eff.) Mind.save +15 (+4 eff.) ---------- misc Equi/ret +0.20 Psi/ret +0.08 Light +8 Infravis +3 See.Stealth +8 See.Invis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Thundercut the dwarven-steel helm (0 def, 5 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +8 Dex +6 Wil +19 Cun +5 Con dps ---------- Apr +6 ----- def ----- Armour +5 Fatigue +4% Resists +15% lightning Mind.save +17 (+4 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | heroic hardened leather gloves of war-making (0 def, 8 armour) 1.0 T2 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +5% Crit.mult +7.00% ----- def ----- Armour +8 Mind.save +6 (+2 eff.) Max.HP +62.00 Disarm- +90% ---------- misc Talents +4 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 | stralite torque of psionic shield 'Aryrinne' [power 127] (18 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +3 Str +8 Mag +5 Con dps ---------- Res.pen +25% blight Melee Ret 10 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 Setup a psionic shield, reducing all damage taken by 127 for 5 turns Puts all charms on 18 cooldown 100% to gain a 26% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Flashlady'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid +9% light ----- def ----- Resists +18% light +9% acid Max.HP +38.00 Disarm- +35% Pinning- +29% Knockbk- +31% ---------- misc Light +2 Rings make your fingers look great! |
| On fingers | savage's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Spell.save +14 (+4 eff.) Max.HP +74.00 HP.reg +8.00 Heal.mod +10% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
| Around neck | wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | inquisitor's stralite steamsaw of resistance (137% power, 20 apr) 3.0 T4 steamsaw 1H weapon [Ego++] Nature/Disrupt/Steamtech Power 137% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +24.0% Atk.spd 100% Block +68 On Crit: * Deals 76 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +10% Resists +8% acid +10% fire +9% lightning +8% cold ---------- 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! |
| Around waist | hardened leather belt 'Mardoromilin' 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Dex +3 Con dps ---------- Phys.pwr +15 (+4 eff.) Dmg.mod +9% mind ----- def ----- Defense +0 (+0 eff.) Mind.save +6 (+2 eff.) Proj.slow +0% Max.HP +33.00 ---------- misc Max.stam +20.00 A belt that goes around your waist. |
| In off hand | enhanced stralite steamsaw of earthen fury (65% power, 0 apr) 3.0 T4 steamsaw 1H weapon [Ego++] Nature/Steamtech Power 138% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +0 Crit +4.0% Atk.spd 100% Block +76 On Hit: * splashes acid on your target dealing 66 damage and reducing their armor Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Str +8 Dex +8 Mag +9 Wil +8 Cun +8 Con ----- def ----- Armour +9 Defense +9 (+3 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! |
| Cloak | Yvumira (14 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Defense +14 (+5 eff.) Resists +12% acid +30% lightning Phys.save +9 (+3 eff.) Stun/Frz- +50% ---------- misc Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xeruma (0 def, 13 armour) 17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Res.pen +25% mind Melee Ret 0 physical ----- def ----- Armour +13 Fatigue +22% Resists +18% cold Phys.save +4 (+1 eff.) Mind.save +13 (+3 eff.) Die.at -60.00 life Max.HP +39.00 HP.reg +14.00 Heal.mod +10% Poison- +60% Disease- +60% Cut- +60% A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the psychic (speed 592%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 592% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 764%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 764% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 804%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 804% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 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: 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. |
schematic: Back Support0.1 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: Crystal Plating0.1 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: 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. |
schematic: Fatal Attractor0.1 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: 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. |
2 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. |
5 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. |
3 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. |
2 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. |
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: 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. |
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. |
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. |
3 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. |
3 schematic: Rocket Boots0.1 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: Rustproof 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: 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. |
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: 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 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: 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. |
2 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. |
3 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. |
2 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. |
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. |
2 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: 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. |
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. |
2 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. |
Coalcutter the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str +6 Con dps ---------- Res.pen +20% cold ----- def ----- Resists +9% darkness Crit.dmg- 15.00% Phys.save +14 (+4 eff.) Spell.save +14 (+4 eff.) Mind.save +16 (+4 eff.) ---------- misc See.Invis +12 Amulets make your neck look great! |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 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? |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 25 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (108). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
steel amulet 'Blackdeath'0.1 T2 amulet jewelry [Rare] Master While equipped: ----- def ----- Armour +8 Fatigue -5% Resists +18% lightning +12% mind +12% darkness HP.reg +3.00 Confus- +20% Amulets make your neck look great! |
Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.71 cold and 14.67 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 42 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring 'Weepstreaker'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +13% lightning +12% fire Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Resists +26% lightning Rings make your fingers look great! |
stralite ring 'Freezequell'0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% cold +16% light +3% arcane Res.pen +25% arcane +5% cold Melee Ret 4 arcane 4 cold On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Resists +32% light +6% nature Rings make your fingers look great! |
Turbocutter (136% power, 23 apr)3.0 T3 steamsaw 1H weapon [Unique] Steamtech Power 137% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +4.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +16 (+6 eff.) Fatigue +8% ---------- misc Talents +2 Block Masteries +0.20 Steamtech/Battlefield management +0.20 Steamtech/Sawmaiming Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
blazebringer's stralite steamsaw of massacre (148% power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 148% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 On Crit.r2 +36 fire Uses 1.0 Steam While equipped: dps ---------- All.spd +5% Res.pen +9% fire ----- def ----- Armour +5 Defense +8 (+3 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 steamsaw 'Issusagas' (135% power, 0 apr)3.0 T3 steamsaw 1H weapon [Random Unique] Master/Psionic/Steamtech Power 135% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Hit: * 20% chance to slow global speed by 55% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% Melee Ret 6 acid On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +3% acid +9% fire ---------- 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! |
stralite steamsaw of crippling (139% power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Master/Steamtech Power 139% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% ----- def ----- Armour +5 Defense +8 (+3 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! |
Mankini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (99 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (166 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 13 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
insulating pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Erikan' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Mag +2 Wil +3 Cun +2 Con ----- def ----- Armour +3 Fatigue -6% Phys.save +14 (+4 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
pair of hardened leather boots 'Urthygund' (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +3 Crit.dmg- 10.00% Phys.save +26 (+7 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+2 eff.) Die.at -40.00 life Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Disarm- +0% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 25 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 75 addition nature damage over 3 turns (damage based on Cunning). Uses 9 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+3 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
heroic dwarven-steel gauntlets of the iron hand (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Wil +3 Con ----- def ----- Armour +5 Fatigue +3% Mind.save +8 (+2 eff.) Max.HP +55.00 Disarm- +25% ---------- misc Masteries +0.20 Technique/Grappling 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. |
steady drakeskin leather gloves of magic (+3) (0 def, 3 armour)1.0 T4 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% arcane Acc +5 (+2 eff.) ----- def ----- Armour +3 Phys.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Disarm- +37% 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. |
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 (-2 eff.) Mind.pwr -10 (-3 eff.) ----- def ----- Defense -10 (-4 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. |
Morbusvice the dwarven-steel helm (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +0 Cun dps ---------- On Hit (Melee): * 20% chance to slow global speed by 55% ----- def ----- Armour +7 Fatigue +4% Resists +6% fire Crit.dmg- 15.00% Mind.save +0 (+0 eff.) HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing hardened leather hat of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +13% cold Phys.save +12 (+3 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 4.5 Pwr.cost 35 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 33.61 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
wrathful stralite shield of patience (0 def, 8 armour, 143 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +14% temporal +9% light +9% fire ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 21 cooldown Level 3.5 Pwr.cost 21 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (180) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
64 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. |
28 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. |
9 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. |
23 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 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. |
3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Adukira the Dawnqueen (dig speed 29 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +20% light ----- def ----- Fatigue -6% Resists +6% nature +6% mind Poison- +20% Cut- +10% Knockbk- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Harohell the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- S.pwr/crit +8 Dmg.mod +12% blight +12% arcane Res.pen +25% blight Phasing +30% Acc +6 (+2 eff.) ----- def ----- Spell.save +9 (+3 eff.) ---------- misc Vim/s.crit +2.00 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of predation (dig speed 22 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
26 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 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 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 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.5 Pwr.cost 18 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 52.69 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 52.69 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: dps ---------- Dmg.mod +0% light ----- def ----- Phys.save +5 (+2 eff.) Max.HP +45.00 Heal.mod +10% ---------- misc Light +3 See.Stealth +0 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. |
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. |
33 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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 76% of the healing done. This effect scales with your Magic stat.. Uses 52 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 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. |
great fiery salve [power 35] great fiery salve [power 35]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 50% cooldown modifier. Remove 2 magical effects and grants a fiery aura (35% fire, light and lightning affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
great healing salve [power 491] great healing salve [power 491]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 50% cooldown modifier. Heal 491 Puts Talent Medical Injector on 11 cooldown Medical salve. |
potent frost salve [power 25] potent frost salve [power 25]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
potent healing salve [power 333] potent healing salve [power 333]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 50% cooldown modifier. Heal 333 Puts Talent Medical Injector on 11 cooldown Medical salve. |
powerful frost salve [power 30] powerful frost salve [power 30]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 412] powerful healing salve [power 412]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 50% cooldown modifier. Heal 412 Puts Talent Medical Injector on 11 cooldown Medical salve. |
powerful pain suppressor salve [power 356] powerful pain suppressor salve [power 356]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 50% cooldown modifier. Let you fight up to -356 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 7 cooldown Activation is instant. Medical salve. |
powerful water salve [power 30] powerful water salve [power 30]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 50% cooldown modifier. Remove 2 mental effects and grants a water aura (30% blight, mind and acid affinity). Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
simple frost salve [power 21] simple frost salve [power 21]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
simple healing salve [power 253] simple healing salve [power 253]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 174% efficiency and 50% cooldown modifier. Heal 253 Puts Talent Medical Injector on 11 cooldown Medical salve. |
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. |
dwarven steel crystal plating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel deflection field0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +6 (+2 eff.) Proj.slow +15% 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! |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Zaniregoletir the Starransom [power 160] (11 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% light ----- def ----- Resists +6% light +6% acid Crit.dmg- 15.00% ---------- misc See.Invis +24 Blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered dwarven-steel torque of mindblast [power 375] (14 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 446 mind damage and silencing them for 4 turns Puts all charms on 14 cooldown 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. |
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. |
20 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 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. |
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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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 He Who Praises the Jackal the Kruk Yeti Sawbutcher level 5
12nd Retaking 124th year of Ascendancy at 03:02 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 13
29th Retaking 124th year of Ascendancy at 22:15 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 30
1st Pain 124th year of Ascendancy at 23:52 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 37
12nd Pain 124th year of Ascendancy at 16:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 10
19th Retaking 124th year of Ascendancy at 20:26 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 20
10th Revenge 124th year of Ascendancy at 18:09 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 30
39th Revenge 124th year of Ascendancy at 11:50 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 40
17th Pain 124th year of Ascendancy at 13:27 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 37
13rd Pain 124th year of Ascendancy at 12:51 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 41
20th Pain 124th year of Ascendancy at 05:41 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 29
38th Revenge 124th year of Ascendancy at 20:40 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 He Who Praises the Jackal the Kruk Yeti Sawbutcher level 42
20th Pain 124th year of Ascendancy at 08:09 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 23
12nd Revenge 124th year of Ascendancy at 23:14 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 35
11st Pain 124th year of Ascendancy at 20:55 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By He Who Praises the Jackal the Kruk Yeti Sawbutcher level 17
51st Retaking 124th year of Ascendancy at 15:38 see stats
Log
He Who Praises the Jackal has finished recovering.
Bleeding from Polatha the treant hits He Who Praises the Jackal for 82 physical damage.
Thorn Grab from Polatha the treant hits He Who Praises the Jackal for (28 antimagic), 0 nature (0 total damage).
Ravage from Belowyn the treant hits He Who Praises the Jackal for 110 physical damage.
He Who Praises the Jackal receives 49 healing.
War hound (wild summon) activates Total Thuggery.
Belowyn the treant converts some damage to Psi!
Belowyn the treant hits He Who Praises the Jackal for (43 antimagic), 0 nature, (4 antimagic), 0 lightning (0 total damage).
Belowyn the treant's Lucid Shot hits He Who Praises the Jackal for 517 physical, (9 antimagic), 0 fire (517 total damage).
Melee retaliation hits Belowyn the treant for 3 to psi, 4 blight (6 total damage).
Treant is protected by a layer of thick leaves.
War hound (wild summon) hits He Who Praises the Jackal for 372 physical damage.
Melee retaliation hits War hound (wild summon) for 10 blight damage.
He Who Praises the Jackal receives 49 healing.
Polatha the treant summons a Ritch Flamespitter!
Polatha the treant's mind surges with critical power!
Polatha the treant's mind surges with critical power!
He Who Praises the Jackal becomes more vulnerable to fire.
War hound (wild summon) receives 32 healing from Polatha the treant.
Ritch flamespitter (wild summon) receives 30 healing from Polatha the treant.
Polatha the treant receives 34 healing.
Treant receives 30 healing from Polatha the treant.
Belowyn the treant's maelstrom pulls He Who Praises the Jackal in!
Burning from He Who Praises the Jackal hits Polatha the treant for 11 fire damage.
Belowyn the treant's maelstrom hits He Who Praises the Jackal for 86 physical damage.
Belowyn the treant uses Distortion Wave.
He Who Praises the Jackal is knocked back!
He Who Praises the Jackal resists the stun!
Belowyn the treant hits He Who Praises the Jackal for 257 physical damage.
He Who Praises the Jackal the level 43 kruk yeti sawbutcher was hacked apart to death by Belowyn the treant on level 1 of G.E.M..





























































































































