

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Embers of Rage 1.7.0Official Expansion!Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.0Donators/Buyers bonus! 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.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Whitehoof |
| Class | Psyshot |
| Level / Exp | 50 / 1380% |
| Size | medium |
| Lifes / Deaths | Killed by Ivurialaith the titan dreadnought at level 50 on the 44th Revenge 125th year of Ascendancy at 05:55 / 1 |
Primary Stats
| Strength | 101 (base 54) |
| Dexterity | 92 (base 60) |
| Constitution | 28 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 40 (base 35) |
| Cunning | 79 (base 60) |
Resources
| Life | -374/1359 |
| Mana | 0/544 |
| Psi | 120/130 |
| Steam | 113/115 |
| Healing Factor | 1.145629899039 |
| Regeneration | 0.28640747475975 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +38% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 4 |
| See Stealth | 49.080933910763 |
| See Invisible | 39.080933910763 |
| ESP Range | 20 |
| ESP Kinds | humanoid, animal/canine, giant |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 67 |
| Crit Chance | 48% |
| APR | 33 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 53 |
| Crit Chance | 39% |
| APR | 48 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +38% |
| Fire | +37% |
| Physical | +57% |
| Cold | +33% |
| All | +18% |
Offense: Damage Penetration
| Physical | +40% |
| Lightning | +18% |
| Cold | +32% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 85.08934837382 (81.151787968034%) |
| Defense | 71 |
| Ranged Defense | 71 |
| Fatigue | 24 |
| Physical Save | 52 |
| Spell Save | 19 |
| Mental Save | 33 |
Defense: Resistances
| Lightning | + 70%( 70%) |
| Acid | + 32%( 70%) |
| Darkness | + 36%( 70%) |
| Cold | + 61%( 70%) |
| Mind | + 45%( 70%) |
| Physical | + 40%( 70%) |
| Fire | + 37%( 70%) |
| All | + 27%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 28% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 0% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.7 steam per turn. Can be activated for an instant burst of 74 steam. |
| 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 250% efficiency and cooldown mod of 58%. Its effects scale with your Strength 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 179% efficiency and cooldown mod of 57%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 1.58 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Steamtech / Mechstar | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 5/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
| 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 Erรบan 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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haรฏb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | active |
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 | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +100% ---------- misc Talents +5 Rocket Boots Generate 7 steam each time you walk. Boots. But with steam power! |
| Quiver | psychokinetic pouch of voratun shots of annihilation (23/24, 64-77 power, 17 apr) 3.0 T5 shot ammo [Ego++] Master/Psionic Power 64.0 - 76.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +17 Crit +13.0% Capacity 24 Proj.spd +200% Ranged+ +12 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Spectral Cage 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +20% light +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +10 See.Stealth +10 Release a will o' the wisp that will explode against your foes for 219 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +5 Str +5 Con dps ---------- Acc +25 (+6 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +100% ---------- misc Light +7 A Helmet. But with steam power! |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +100% ---------- misc Talents +5 Toxic Cannister Launcher Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | overpowered voratun torque of gale force [power 740] (20 cooldown)2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 19 spaces and dealing 1162 physical damage Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 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" |
| On fingers | Islaseth the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Con dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +9% physical ----- def ----- Defense +10 (+3 eff.) Mind.save +7 (+3 eff.) Die.at -80.00 life Confus- +28% Rings make your fingers look great! |
| Around neck | Unlightbreak the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +12% physical Apr +2 ----- def ----- Resists +12% darkness +2% physical ---------- misc Masteries +0.28 Steamtech/Dread Amulets make your neck look great! |
| In main hand | voratun steamgun 'Ce'Niyabeth' 4.0 T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +800% On Crit.r2 +36 lightning +39 cold On Hit: * chills your foe dealing 34 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +5 Cun +5 Dex dps ---------- Mov.spd +38% Phys.spd +10% Res.pen +18% lightning +22% cold ----- def ----- Defense +10 (+3 eff.) Resists +21% cold +6% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Abyssmaster the drakeskin leather belt 1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +9% fire Res.pen +25% physical Apr +7 ----- def ----- Defense +56 (+13 eff.) Stealth +15 Die.at -88.36 life Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
| In off hand | honing pulsing mindstar of sand (13-14 power, 32 apr, mind damage) 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * chills your foe dealing 34 damage and slowing them by one tenth of a turn While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 11 physical Dmg.mod +18% physical Res.pen +15% physical ----- def ----- Resists +16% physical ---------- 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. |
| Cloak | wyrmwaxed elven-silk cloak of the hunter (3 def, 0 armour) 2.0 T5 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +26 (+6 eff.) ----- def ----- Defense +3 (+1 eff.) Fatigue -6% Resists +7% acid +0% light +7% fire +6% cold +40% lightning Max.HP +82.00 Stun/Frz- +50% ---------- misc Max.stam +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Steam Powered Armour (23 def, 35 armour) 22.0 T5 massive armor Reqs Massive armour training [Unique] Steamtech The more steam the better! The set is complete. While equipped: Stats +9 Str +6 Dex dps ---------- Phys.pwr +22 (+5 eff.) Steampwr +22 (+6 eff.) Melee Ret 0 physical ----- def ----- Armour +35 Defense +23 (+6 eff.) Fatigue +12% Resists +25% lightning Crit.dmg- 35.00% Phys.save +55 (+16 eff.) Stun/Frz- +50% ---------- misc Max.steam +15.00 Talents +5 Steam Powered Armour Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
Inventory
steam generator implant of the warrior (steam 17)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 16.7 steam per turn. Can be activated for an instant burst of 83 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
blink rune (range 5; phase 23; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 27; blocks 4; dur 4; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical 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: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: 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: 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: 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. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 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: Viral Needlegun0.1 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. |
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. |
Glory of the Pride0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Phys.save +45 (+13 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Buromidir the Shadowfist (59-94 power, 4 apr)3.0 T5 greatsword 2H weapon [Rare] Arcane Power 59.0 - 94.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +26 acid +26 darkness +40 blight On Hit: * 26% chance to reduce damage dealt by 22% * 38% chance to reduce strength, dexterity, and constitution by 15 While equipped: dps ---------- Dmg.mod +9% fire Res.pen +25% acid Melee Ret 6 darkness 13 fire On Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 15 * 26% chance to reduce damage dealt by 22% ----- def ----- Resists +24% fire Massive two-handed swords. |
Champion's Will (67-107 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 36 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Twilight's Edge (47-66 power, 7 apr)3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Cun +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Emibrethra (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +4.0% Mind.crit +5% Phys.pwr +15 (+3 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% fire +15% cold +15% physical Res.pen +10% acid +10% fire +6% cold +10% physical Acc +30 (+7 eff.) ----- def ----- Resists +9% lightning +17% mind Crit.dmg- 15.00% Die.at -60.00 life Heal.mod +20% Heal/summ +45 ---------- misc Max.summ +3 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. |
caller's living mindstar of balance (16-18 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +13% acid +7% fire +14% cold +14% physical Res.pen +6% acid +6% fire +6% cold +4% physical ----- def ----- Phys.save +5 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Heal/summ +30 ---------- misc Equi/ret +1.50 Max.summ +2 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. |
Dethzaw (40-60 power, 27 apr)3.0 T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 40.0 - 60.0 Fire Uses 110% Str Acc+ +0.2% crit chance (max 25%) Apr +27 Crit +6.0% Atk.spd 100% Block +80 On Crit: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str ----- def ----- Armour +15 Defense +12 (+3 eff.) Fatigue +9% ---------- misc Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Razorlock (25-38 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 25.0 - 37.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+3 eff.) Fatigue +13% ---------- misc Talents +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
The Twisted Blade (50-75 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 50.0 - 75.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+4 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
Skeletal Claw (55-61 power, 8 apr)3.0 T5 whip 1H weapon [Unique] Arcane Power 55.0 - 60.5 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Phys.spd +10% ----- def ----- Defense +12 (+3 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 94.25 physical damage, and inflicting bleeding for another 47.13 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
hardened leather belt 'Glacierstreak'1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex +2 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +20% physical Apr +5 ----- def ----- Defense +12 (+3 eff.) Resists +12% cold Stealth +8 A belt that goes around your waist. |
Radiance (15 def, 0 armour)2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+10 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +0% lightning +30% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial Stun/Frz- +0% This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Mind.save +0 (+0 eff.) 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. |
Nimbus of Enlightenment (7 def, 0 armour)1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Mind.pwr +20 (+7 eff.) Acc +0 (+0 eff.) ----- def ----- Defense +7 (+2 eff.) Mind.save -25 (-13 eff.) Confus- -30% ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 Max.psi +50.00 Light +0 Infravis +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
Relgesarin the Arcmaim (7 def, 14 armour)2.0 T5 head armor [Rare] Master While equipped: dps ---------- Melee Ret 13 lightning ----- def ----- Armour +14 Defense +7 (+2 eff.) Fatigue +5% Resists +39% lightning +20% temporal +21% light +7% all Phys.save +15 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A cap made of leather. |
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 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 36.87 fire damage in a radius of 3 each turn for 7 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. |
596 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. |
17 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Porowen the dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +7% physical +20% nature +5% arcane Max.HP +40.00 Pinning- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
12 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. |
4 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. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Galoneg the Nightjeer1.0 T5 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness +9% acid Res.pen +20% darkness Melee Ret 6 temporal On Hit (Melee): * 22% chance to reduce strength, dexterity, and constitution by 15 * 22% chance to gain 10% of a turn (3/turn limit) * 22% chance to reduce damage dealt by 22% ----- def ----- Resists +15% blight Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
7 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
19 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. |
6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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 72% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 55] amazing fiery salve [power 55]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 250% efficiency and 58% cooldown modifier. Remove 3 magical effects and grants a fiery aura (55% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 55] amazing frost salve [power 55]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 250% efficiency and 58% cooldown modifier. Remove 3 physical effects and grants a frost aura (55% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 795] amazing healing salve [power 795]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 250% efficiency and 58% cooldown modifier. Heal 795 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 695] amazing pain suppressor salve [power 695]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 250% efficiency and 58% cooldown modifier. Let you fight up to -695 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing water salve [power 55] amazing water salve [power 55]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 250% efficiency and 58% cooldown modifier. Remove 3 mental effects and grants a water aura (55% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful unstoppable force salve [power 146] powerful unstoppable force salve [power 146]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 250% efficiency and 58% cooldown modifier. Increases all saves by 146 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. 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. |
perfect explosive shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
powerful stralite torque of mindblast [power 330] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 389 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Winterworth [power 548] (15 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +5 Mag +2 Wil +3 Con dps ---------- Melee Ret 4 cold On Hit (Melee): * 26% chance to reduce strength, dexterity, and constitution by 15 ---------- misc Infravis +4 Sting an enemy dealing 647 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 110. 100% to reduce fatigue by 50% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elven-wood totem of stinging [power 428] (18 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 505 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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. |
12 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. |
5 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. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Of Mind and Horn the Whitehoof Psyshot level 45
12nd Retaking 125th year of Ascendancy at 19:26 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Of Mind and Horn the Whitehoof Psyshot level 11
27th Retaking 124th year of Ascendancy at 18:32 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Of Mind and Horn the Whitehoof Psyshot level 50
42nd Revenge 125th year of Ascendancy at 15:37 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Of Mind and Horn the Whitehoof Psyshot level 32
30th Dearth 124th year of Ascendancy at 14:02 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Of Mind and Horn the Whitehoof Psyshot level 10
18th Retaking 124th year of Ascendancy at 15:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Of Mind and Horn the Whitehoof Psyshot level 20
25th Revenge 124th year of Ascendancy at 05:43 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Of Mind and Horn the Whitehoof Psyshot level 30
4th Dearth 124th year of Ascendancy at 05:47 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Of Mind and Horn the Whitehoof Psyshot level 40
25th Destruction 124th year of Ascendancy at 21:48 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Of Mind and Horn the Whitehoof Psyshot level 50
50th Retaking 125th year of Ascendancy at 07:28 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Of Mind and Horn the Whitehoof Psyshot level 50
39th Revenge 125th year of Ascendancy at 19:48 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Of Mind and Horn the Whitehoof Psyshot level 36
1st Destruction 124th year of Ascendancy at 17:55 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Of Mind and Horn the Whitehoof Psyshot level 39
25th Destruction 124th year of Ascendancy at 11:44 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Of Mind and Horn the Whitehoof Psyshot level 27
52nd Pain 124th year of Ascendancy at 07:28 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 Of Mind and Horn the Whitehoof Psyshot level 42
28th Destruction 124th year of Ascendancy at 11:34 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Of Mind and Horn the Whitehoof Psyshot level 49
49th Retaking 125th year of Ascendancy at 15:59 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Of Mind and Horn the Whitehoof Psyshot level 34
11st Loss 124th year of Ascendancy at 02:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Of Mind and Horn the Whitehoof Psyshot level 29
1st Dearth 124th year of Ascendancy at 03:59 see stats
Log
Of Mind and Horn uses Saw Shell.
Ivurialaith the titan dreadnought casts Detonating Charge.
Burning from Ivurialaith the titan dreadnought hits Of Mind and Horn for (44 flat reduction), 0 fire (0 total damage).
Toxic cannister's poison area effect hits Ivurialaith the titan dreadnought for 53 nature damage.
Poison from Toxic cannister hits Ivurialaith the titan dreadnought for 105 nature damage.
Ivurialaith the titan dreadnought rushes out!
Ivurialaith the titan dreadnought performs a melee critical strike against Of Mind and Horn!
Your shield crumbles under the damage!
The psionic shield around Of Mind and Horn crumbles.
Share the Pain performs a melee critical strike against Of Mind and Horn!
Ivurialaith the titan dreadnought's spell attains critical power!
Greater Weapon Focus from Ivurialaith the titan dreadnought misses Of Mind and Horn.
Of Mind and Horn is disabled.
Ivurialaith the titan dreadnought's spell attains critical power!
Ivurialaith the titan dreadnought's spell attains critical power!
Ivurialaith the titan dreadnought hits Of Mind and Horn for (109 flat reduction), (63 absorbed), 155 physical, (17 flat reduction), 0 fire, (52 flat reduction), 0 fire, (17 flat reduction), 0 fire (155 total damage).
Share the Pain hits Of Mind and Horn for (109 flat reduction), 151 physical, (106 flat reduction), 0 cold (151 total damage).
Melee retaliation hits Ivurialaith the titan dreadnought for 29 fire, 29 fire (57 total damage).
Ivurialaith the titan dreadnought casts Obliterating Smash.
Ivurialaith the titan dreadnought performs a melee critical strike against Of Mind and Horn!
Greater Weapon Focus from Ivurialaith the titan dreadnought performs a melee critical strike against Of Mind and Horn!
Of Mind and Horn shrugs off the effect 'Disable'!
Of Mind and Horn shrugs off the effect 'Disable'!
Ivurialaith the titan dreadnought's spell attains critical power!
Of Mind and Horn's armour is damaged!
Ivurialaith the titan dreadnought hits Of Mind and Horn for (109 flat reduction), 737 physical, (82 flat reduction), 0 cold (737 total damage).
Greater Weapon Focus from Ivurialaith the titan dreadnought hits Of Mind and Horn for (109 flat reduction), 690 physical (690 total damage).
Melee retaliation hits Ivurialaith the titan dreadnought for 29 fire, 28 fire (57 total damage).
Of Mind and Horn the level 50 whitehoof psyshot was battered to death by Ivurialaith the titan dreadnought on level 4 of The Slumbering Caves.
Of Mind and Horn deactivates his cloak's restoration systems.



































































































































