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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Allow Respec Anywhere 1.2.3Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Store Restocker 1.5.5QuickTome QoL Changes 1.6.7Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Qlass Pack 1.6.7Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Tinker Tinkering 1.5.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Everyone Options 1.4.5Starts characters off with category points instead of categories known. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.6.0This 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 Spell Merchants 1.6.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file Will conflict with \"Extra Dungeons\" and \"GodMode Merchant\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. nsrr's Exotic Weapons 1.4.8Adds more Whips and Tridents to the game. Formerly, this was part of my Naloren Race add-on. Tridents are unchanged, aside from rarity. Credits: I borrowed the whip graphic from grayswandir's Weapon Pack add-on, and bits of code for adding exotics to shops and the rand art merchant from HousePet's Midnight add-on. Fixed bonus dungeons trigger 1.6.5Make sure that ALL the dungeons will appear in your game. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: âą 'Always Viligant' always stops running when a hostile creature is seen via telepathy. âą 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. âą Compatible with ToME v1.6.0 Notes: âą Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Item Description 1.6.6This 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 Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 33 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by elven astromancer at level 13 on the 32nd Retaking 124th year of Ascendancy at 06:55 / 14Killed by ritch larva at level 14 on the 42nd Retaking 124th year of Ascendancy at 22:52 Killed by Islewe the ritch centipede at level 18 on the 49th Retaking 124th year of Ascendancy at 02:25 Killed by yeti demolisher at level 20 on the 49th Retaking 124th year of Ascendancy at 15:59 Killed by dreaming horror at level 28 on the 13rd Dearth 124th year of Ascendancy at 18:38 Killed by Silobeth the ritch larva at level 29 on the 21st Dearth 124th year of Ascendancy at 03:30 Killed by Silobeth the ritch larva at level 29 on the 21st Dearth 124th year of Ascendancy at 04:38 Killed by corrupted mastocytic feeder at level 29 on the 21st Dearth 124th year of Ascendancy at 05:28 Killed by Cyrulaith the Blightborn at level 29 on the 21st Dearth 124th year of Ascendancy at 06:01 Killed by Star Gazer at level 30 on the 24th Destruction 124th year of Ascendancy at 00:14 Killed by Edeleumth the shalore at level 33 on the 13rd Retaking 125th year of Ascendancy at 08:59 Killed by Edeleumth the shalore at level 33 on the 13rd Retaking 125th year of Ascendancy at 10:27 Killed by Assath the shalore at level 33 on the 13rd Retaking 125th year of Ascendancy at 14:26 Killed by Ithiad the shalore at level 33 on the 13rd Retaking 125th year of Ascendancy at 15:13 |
Primary Stats
| Strength | 36 (base 16) |
| Dexterity | 87 (base 60) |
| Constitution | 31 (base 9) |
| Magic | 36 (base 19) |
| Willpower | 33 (base 9) |
| Cunning | 105 (base 55) |
Resources
| Life | 756/756 |
| Steam | 100/100 |
| Healing Factor | 1.2987164179105 |
| Regeneration | 5.6494164179107 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 13 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 76 |
| Crit Chance | 54% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 86 |
| Accuracy | 76 |
| Crit Chance | 54% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +12% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 39.317011280365 (93.452380952381%) |
| Defense | 53 |
| Ranged Defense | 60 |
| Fatigue | 4 |
| Physical Save | 38 |
| Spell Save | 35 |
| Mental Save | 47 |
Defense: Resistances
| Darkness | + 24%( 70%) |
| Physical | + 25%( 70%) |
| Nature | + 24%( 70%) |
| Fire | + 20%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 32%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Pinning Resistance | 16% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 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 142% efficiency and cooldown mod of 76%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 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 102% efficiency and cooldown mod of 91%. |
Class Talents
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.40 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.40 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | 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. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | 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 | traveler's pair of iron boots (0 def, 4 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Phys.save +7 (+3 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of stralite shots (19/19, 162% power, 5 apr) 3.0 T4 shot ammo [Ego+] Master Power 162% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +17.5% Capacity 19 On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Cyrugann the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +2 Str +4 Dex dps ---------- Crit.mult +10.00% Acc +15 (+4 eff.) ----- def ----- Defense +32 (+10 eff.) Phys.save +13 (+5 eff.) Spell.save +12 (+5 eff.) Mind.save +13 (+4 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | 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 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) Acc +9 (+2 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Light +5 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. |
| On hands | dwarven-steel gauntlets of strength (+5) (0 def, 3 armour) 1.5 T2 hands armor [Ego] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% ---------- misc Talents +1 Sand Shredder 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. |
| Tool | Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +6 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. |
| On fingers | Delyyachak the Gorekiller0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +4 Con dps ---------- Dmg.mod +9% mind Res.pen +20% nature ----- def ----- Spell.save +13 (+6 eff.) Mind.save +18 (+6 eff.) ---------- misc Hate/m.crit +5.00 Max.stam +22.00 Rings can have magical properties. |
| On fingers | rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +8 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Rings can have magical properties. |
| Around neck | Adoratta the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 4 mind ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.40 Hate/m.crit +2.00 Max.hate +2.00 Amulets can have magical properties. |
| In main hand | Arasemina the Jettrial 4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +21 Crit +12.0% Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +4 darkness +12 mind Uses 2.0 Steam While equipped: Stats +7 Str +6 Dex +6 Mag +6 Wil +11 Cun +6 Con dps ---------- Crit.mult +5.00% Melee Ret 8 darkness ---------- misc Hate/m.crit +3.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +14 Dex +12 Cun +10 Lck ----- def ----- Rng.Def +20 (+5 eff.) Fatigue -12% Proj.evade +15% Proj.slow +30% ---------- misc Max.enc +30 Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 42 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | ranger's dwarven-steel steamgun of enduring 4.0 T3 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +21 Crit +12.0% Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Dex +9 Wil +9 Con ----- def ----- Max.HP +16.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. This object's appearance was changed to Signal. |
| Cloak | Cloak of Daggers (12 def, 0 armour) 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +7 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +10% nature +10% cold Phys.save +12 (+5 eff.) Has a 50% chance each turn to slash an adjacent enemy for 221 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. |
| Main armor | Poriyabeth (3 def, 24 armour) 14.0 T3 heavy armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +12% physical Apr +2 ----- def ----- Armour +24 Hardiness +20% Defense +3 (+1 eff.) Fatigue +16% Max.HP +25.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
Inventory
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun ----- def ----- Mind.save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Bregisahek the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +20 (+6 eff.) Dmg.mod +3% mind Melee Ret 2 mind ----- def ----- Resists +12% lightning ---------- misc Max.hate +4.00 Masteries +0.15 Steamtech/Automation +0.15 Steamtech/Elusiveness Amulets can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings can have magical properties. |
warrior's stralite ring of luminosity0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +4 Mag dps ---------- Melee+ 12 light Ranged+ 10 light Dmg.mod +13% light ----- def ----- Armour +10 Rings can have magical properties. |
Adalrann the voratun ring0.1 T5 ring jewelry [Rare] Nature While equipped: ----- def ----- Defense +30 (+9 eff.) Resists +6% temporal +3% light +5% arcane Crit.dmg- 10.00% Die.at -80.00 life Max.HP +84.00 HP.reg +9.00 Heal.mod +13% Rings can have magical properties. |
lifebinding elven-wood starstaff of channeling (129% power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego++] Arcane/Nature Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +32 (+15 eff.) Dmg.mod +25% light ----- def ----- HP.reg +0.50 Heal.mod +16% ---------- misc Mana/turn +0.27 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Noonhack the stralite battleaxe (157% power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 157% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 While equipped: Stats +9 Dex dps ---------- Phys.spd +10% Dmg.mod +9% physical Res.pen +20% light Acc +26 (+6 eff.) Apr +2 ----- def ----- Defense +20 (+7 eff.) Massive two-handed battleaxes. |
Poremitira (169% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Rare] Master Power 170% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 mind While equipped: dps ---------- Res.pen +25% mind Acc +17 (+4 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +15% blight +2% physical +6% fire Blind- +20% Disarm- +90% Massive two-handed battleaxes. |
Morbusorder the voratun greatmaul (182% power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Rare] Master Power 182% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Phys.pwr +42 (+12 eff.) Dmg.mod +6% nature Res.pen +19% physical Melee Ret 8 nature ----- def ----- Armour +4 Resists +6% nature Phys.save +12 (+5 eff.) Disarm- +49% ---------- misc Stam/turn +3.00 Massive two-handed mauls. |
blazebringer's orite trident of evisceration (151% power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Nature/Master Power 151% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 91% On Crit.r2 +75 fire On Crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +9 (+3 eff.) All.spd +10% Res.pen +7% fire A massive two-handed trident. Tridents require the exotic weapons mastery talent to use correctly. |
Obsidianwing the voratun mace (158% power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Rare] Master Power 158% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +6% acid Acc +12 (+3 eff.) Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 25% ----- def ----- Defense +12 (+4 eff.) Resists +6% lightning +12% temporal +9% darkness +6% blight +12% acid Spell.save +6 (+3 eff.) Disarm- +47% Blunt and deadly. |
Shinestrike the pulsing mindstar (107% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Psionic Power 107% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +4 light +4 acid On Hit: * 20% chance to reduce armor by 25% While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 15 cold 11 mind 12 darkness Dmg.mod +6% physical +14% cold +7% mind +5% darkness Res.pen +6% physical +11% cold ----- def ----- Armour +10 Resists +9% acid +6% physical +3% light +11% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling of piercing4.0 T3 sling 1H weapon [Ego+] Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +8% all Acc +11 (+3 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
Porulaith the Shockenvy (21/21, 166% power, 18 apr)3.0 T5 arrow ammo [Rare] Nature Power 167% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Proj.spd +200% Ranged+ +8 lightning On Hit.r1 +20 lightning On Crit.r2 +20 darkness On Hit: * 20% chance to reduce damage dealt by 22% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 153 physical damage Arrows are used with bows to pierce your foes to death. |
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! |
enlightening stralite mail armour of the deep (4 def, 11 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil ----- def ----- Armour +11 Defense +4 (+2 eff.) Fatigue +12% Resists +5% acid +9% cold Mind.save +14 (+4 eff.) ---------- misc Breathe water A suit of armour made of mail. |
kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+3 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
Brass Goggles (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+2 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+4 eff.) Resists +20% fire Blind- +100% ---------- misc Light +0 Infravis +3 Sight +1 See.Stealth +0 See.Invis +0 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature 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. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
10 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
7 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. |
5 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. |
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. |
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. |
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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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. |
75 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. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 138.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
good saw shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 6 Call a trained yeti for help. Uses 1 power out of 6/8 Call a trained yeti to your side. |
simple frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 142% efficiency and 76% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 211] simple healing salve [power 211]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 142% efficiency and 76% cooldown modifier. Heal 211 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
shattering dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str dps ---------- Res.pen +14% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 350/400 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. |
ash totem of healing [power 194] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of stinging [power 260] (15 cooldown)2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 56. Natural totems are made by powerful wilders to store nature power. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
A Fistful of Gold (Exploration mode)
Buy an item from an AAA.By Gragnar Blitzfire the Orc Gunslinger level 11
28th Retaking 124th year of Ascendancy at 16:26 see stats
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Gragnar Blitzfire the Orc Gunslinger level 12
31st Retaking 124th year of Ascendancy at 10:47 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By Gragnar Blitzfire the Orc Gunslinger level 33
51st Remembrance 125th year of Ascendancy at 14:14 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Gragnar Blitzfire the Orc Gunslinger level 29
19th Loss 124th year of Ascendancy at 08:49 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Gragnar Blitzfire the Orc Gunslinger level 10
19th Retaking 124th year of Ascendancy at 00:43 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Gragnar Blitzfire the Orc Gunslinger level 20
49th Retaking 124th year of Ascendancy at 12:49 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Gragnar Blitzfire the Orc Gunslinger level 30
20th Loss 124th year of Ascendancy at 19:00 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Gragnar Blitzfire the Orc Gunslinger level 30
31st Destruction 124th year of Ascendancy at 22:32 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Gragnar Blitzfire the Orc Gunslinger level 30
24th Destruction 124th year of Ascendancy at 00:33 see stats
The Good, The Bad, and The Yeti (Exploration mode)
Use mind-controlled yetis to kill 30 foes.By Gragnar Blitzfire the Orc Gunslinger level 22
6th Revenge 124th year of Ascendancy at 23:01 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Gragnar Blitzfire the Orc Gunslinger level 31
32nd Destruction 124th year of Ascendancy at 11:54 see stats
This will make a big Omelette! (Exploration mode)
Collected 40 ritch eggs in the Ritch Hive.By Gragnar Blitzfire the Orc Gunslinger level 16
48th Retaking 124th year of Ascendancy at 04:51 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Gragnar Blitzfire the Orc Gunslinger level 24
51st Revenge 124th year of Ascendancy at 04:12 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Gragnar Blitzfire the Orc Gunslinger level 22
52nd Retaking 124th year of Ascendancy at 11:09 see stats
Log
Saving done.
Saving game...
Saving done.
You transfer living mindstar 'Burnjam' (111% power, 40 apr, nature damage) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer enhanced voratun waraxe (150% power, 6 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Gunyleg the voratun dagger (161% power, 9 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Charscar the voratun waraxe (150% power, 6 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer voratun waraxe 'Shiverraven' (151% power, 6 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
Error while transfering Obsidianwing the voratun mace (158% power, 6 apr) to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Gragnar Blitzfire tessellates his cloak!
Gragnar Blitzfire deactivates Embedded Restoration Systems.
Gragnar Blitzfire deactivates his cloak's restoration systems.













































































































