



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.4Official 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Embers of Rage 1.7.4Official Expansion!Improved Auto-explore and Rest 1.7.2Quality 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: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Annihilator |
| Level / Exp | 26 / 74% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 25 (base 11) |
| Dexterity | 65 (base 48) |
| Constitution | 28 (base 22) |
| Magic | 20 (base 10) |
| Willpower | 22 (base 10) |
| Cunning | 78 (base 46) |
Resources
| Life | 795/795 |
| Mana | 245/310 |
| Steam | 106/106 |
| Healing Factor | 1.2456298990389 |
| Regeneration | 10.276446667071 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 1 |
| See Stealth | 21 |
| See Invisible | 27 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 54 |
| Crit Chance | 25% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +7% |
| Acid | +6% |
| Lightning | +18% |
| Temporal | +6% |
| Cold | +5% |
| Arcane | +24% |
| Fire | +26% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +35% |
| Temporal | +20% |
| Arcane | +25% |
| Cold | +20% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 61 (75.678270784467%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 14 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 48%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 62%( 70%) |
| Temporal | + 23%( 70%) |
| Fire | + 37%( 70%) |
| Physical | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 62% |
| Bleed Resistance | 20% |
| Confusion Resistance | 57% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 90% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 117% efficiency and cooldown mod of 56%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 151% efficiency and cooldown mod of 74%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 58 steam. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Exoskeleton |
| talent | Chemical Grenade |
| talent | Rocket Pod |
| talent | Chant of Fortress |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Storing damage to unleash as a powerful lightning bolt (24/284). Capacitor Discharge |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 33% and triggers a radius 6 conal explosion dealing 35% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by master vampire. Escort: repented thief (level 2 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Brodadunandil the Growhack (35 def, 9 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Dex dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +9 Defense +35 (+9 eff.) HP.reg +4.00 Heal.mod +10% Cut- +20% ---------- misc Talents +2 Rocket Boots A pair of boots made of leather. |
| Quiver | Daimudor the Shadegrind (18/18, 115% power, 2 apr) 3.0 T2 shot ammo [Random Unique] Nature/Master/Psionic Power 115% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +4.5% Capacity 18 Rld cld 6 Proj.spd +200% Ranged+ +8 darkness +7 mind On Hit.r1 +4 darkness On Hit: * 13% chance to reduce all saves and defense by 24 * 20% chance to reduce damage dealt by 20% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage While equipped: ---------- misc Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Polyralaith the Dawnream1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +24% arcane Res.pen +10% temporal +10% all Apr +11 Melee Ret 8 light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | defender's iron helm (5 def, 7 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +10 Cun ----- def ----- Armour +7 Defense +5 (+2 eff.) Fatigue +5% Resists +2% all Phys.save +5 (+2 eff.) Mind.save +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+3 eff.) Max.HP +60.00 Knockbk- +50% ---------- misc Talents +3 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 3.5 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 124.74 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | supercharged yew wand of shielding [power 362] (23 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 362 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Adusemina the Shocklash0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Res.pen +5% arcane +25% lightning Phasing +30% Melee Ret 4 arcane ----- def ----- Resists +5% arcane HP.reg +4.00 Stun/Frz- +32% Rings make your fingers look great! |
| On fingers | Korihad0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +3 Mag +3 Wil +8 Cun dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +12 (+6 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +6% temporal Phasing +10% Acc +5 (+1 eff.) ---------- misc Max.vim +10.00 Rings make your fingers look great! |
| Around neck | steel amulet 'Tulefang'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Apr +1 ----- def ----- Defense +30 (+8 eff.) Resists +5% physical Phys.save +3 (+1 eff.) ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
| In main hand | Charrune the dwarven-steel steamgun 4.0 T3 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +12 cold +9 fire On Hit.r1 +16 arcane On Hit: * applies a stacking poison dealing 35 damage per turn Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +21% fire Res.pen +10% arcane Melee Ret 10 fire ----- def ----- Resists +15% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | reinforced stralite shield of cold resistance (+18%) (0 def, 14 armour, 151% power, 183 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 151% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +183 While equipped: ----- def ----- Armour +14 Fatigue +8% Resists +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Barifang the elven-silk cloak (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +5 Mag +10 Wil +4 Cun +3 Con dps ---------- Mind.crit +6% ----- def ----- Defense +3 (+1 eff.) Resists +10% blight +9% temporal +18% lightning Phys.save +12 (+4 eff.) Max.HP +74.00 Stun/Frz- +30% ---------- misc Infravis +1 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was hardened by the digestive sack. |
| Main armor | Shimmerrune (3 def, 19 armour) 2.0 T2 cloth armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +18% lightning +7% physical +5% fire +5% cold +6% acid Res.pen +10% cold Melee Ret 4 lightning 40 physical ----- def ----- Armour +19 Defense +3 (+1 eff.) Fatigue +1% Resists +27% lightning +11% physical +11% fire +11% cold +11% acid +9% all Phys.save +19 (+6 eff.) ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 84% / cooldown 93%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 84% efficiency and cooldown mod of 93%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.3 steam per turn. Can be activated for an instant burst of 22 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the titan (heal 352; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 352 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 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: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 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. |
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. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Nightquick0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +9% darkness +15% mind Melee Ret 4 mind 2 darkness ----- def ----- Resists +12% lightning Mind.save +6 (+2 eff.) Stun/Frz- +23% ---------- misc Psi/ret +0.12 Amulets make your neck look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
steel ring 'Snowresolve'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +5 Wil ----- def ----- Resists +6% cold HP.reg +2.00 Stun/Frz- +27% ---------- misc See.Invis +24 Rings make your fingers look great! |
titan's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Phys.save +6 (+2 eff.) Rings make your fingers look great! |
flaming dwarven-steel longsword of rage (128% power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Arcane/Master Power 128% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +7 fire While equipped: Stats +1 Str dps ---------- Dmg.mod +7% physical Acc +5 (+1 eff.) Sharp, long, and deadly. |
thorny mindstar 'Muckblight' (91% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +7.5% Atk.spd 100% Phasing +30% Melee+ +4 nature On Hit: * 10% chance to slow global speed by 50% * 10% chance to reduce armor by 25% While equipped: Stats +1 Mag dps ---------- Mind.crit +3% Spell.pwr +15 (+7 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +4 (+1 eff.) Spell.save +18 (+12 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +1.10 Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Divide the mindstar in two Puts all charms on 1 cooldown 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 Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +7% all Acc +13 (+4 eff.) Apr +8 Slings are used to hurl stones or metal shots at your foes. |
yew starstaff (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Branozor the dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: * 20 arcane resource burn Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Defense +15 (+4 eff.) Resists +5% arcane Max.HP +60.00 Confus- +20% Stun/Frz- +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
caustic voratun steamgun of tinkering (+4)4.0 T5 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +40 acid +10 nature Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Steampwr +11 (+3 eff.) Res.pen +10% acid +5% nature Apr +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun 'Branadradan'4.0 T3 steamgun 1H weapon [Random Unique] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +6 Str +2 Mag +4 Cun dps ---------- Phys.pwr +16 (+5 eff.) Phys.spd +10% ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Silarin (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Phys.save +3 (+1 eff.) Die.at -20.00 life ---------- misc Stam/turn +1.00 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
brawler's hardened leather gloves of archery (0 def, 2 armour)1.0 T2 hands armor [Ego++] Master While equipped: Stats +4 Str +7 Dex +7 Cun dps ---------- Acc +5 (+1 eff.) Apr +5 ----- def ----- Armour +2 Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Acc +6 (+2 eff.) Apr +8 On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Spell.save +19 (+12 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+2 eff.) Acc +8 (+2 eff.) ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +35% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather cap 'Dairugakor' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Dex +4 Wil +6 Cun dps ---------- Mind.pwr +5 (+3 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +6% temporal Crit.chn- 5.00% ---------- misc Stam/ret +1.10 Equi/ret +2.10 Infravis +1 A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
impenetrable stralite mail armour of stability (4 def, 15 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Master While equipped: ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +12% Resists +7% physical Phys.save +11 (+4 eff.) A suit of armour made of mail. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Jetpower the dwarven-steel shield (0 def, 7 armour, 137% power, 70.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 137% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +70 On Hit.r1 +4 darkness On Hit: * Deal physical damage equal to your armor (61) While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 20% * 10% chance to reduce armor by 25% ----- def ----- Armour +7 Fatigue +8% Resists +16% physical +9% darkness +23% cold ---------- misc Talents +1 Block Handheld deflection devices. |
crackling stralite shield (0 def, 8 armour, 158% power, 136 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 159% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 Melee+ +13 lightning While equipped: Stats +2 Dex dps ---------- Melee Ret 9 lightning ----- def ----- Armour +8 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
icy dwarven-steel shield of mind resistance (+12%) (0 def, 6 armour, 135% power, 88 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Psionic When used to Attack: Power 136% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +88 While equipped: dps ---------- Melee+ 14 cold Melee Ret 2 ice ----- def ----- Armour +6 Fatigue +8% Resists +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
486 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. |
2 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Chargerock' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +15% lightning ----- def ----- Resists +6% acid +6% fire +11% nature +3% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
preserving brass lantern of health2.0 T1 lite [Ego+] Nature While equipped: Stats +1 Con ----- def ----- Resists +5% blight Max.HP +41.00 HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent healing salve [power 278] potent healing salve [power 278]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 74% cooldown modifier. Heal 278 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 25] powerful frost salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 74% cooldown modifier. Remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 25] powerful frost salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 74% cooldown modifier. Remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 297] powerful pain suppressor salve [power 297]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 74% cooldown modifier. Let you fight up to -297 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 25] powerful water salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 74% cooldown modifier. Remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 151% efficiency and 74% 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 151% efficiency and 74% cooldown modifier. Heal 211 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of dwarven-steel shots of erosion (5/18, 145% power, 3 apr)3.0 T3 shot ammo [Ego] Nature Power 146% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +8 nature Shots are used with slings to pummel your foes to death. |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel shocking edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good hook shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Hook 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! |
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! |
steel armour reinforcement0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Tinkers can be attached to normal items to improve them with steam power! |
well-made antimagic shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made flare shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Flare Shell Tinkers can be attached to normal items to improve them with steam power! |
Shadowqueen [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% darkness ----- def ----- Resists +6% lightning +9% cold +5% arcane +3% darkness Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind 'Hellswasp' [power 3] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +20 (+7 eff.) Acc +10 (+3 eff.) ----- def ----- Resists +3% mind +9% fire Phys.save +6 (+2 eff.) ---------- misc Stam/turn +3.00 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
3 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. |
Charkarma the ash wand of shielding [power 188] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +25 (+12 eff.) S.pwr/crit +4 Dmg.mod +9% arcane +6% fire Res.pen +15% fire ---------- misc Vim/s.crit +2.00 Max.vim +10.00 Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing ash wand of shielding [power 182] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 35. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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. |
6 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. |
3 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
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Zuiervo the Drem Annihilator level 22
35th Dearth 122nd year of Ascendancy at 04:19 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zuiervo the Drem Annihilator level 10
28th Voratun 122nd year of Ascendancy at 07:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Zuiervo the Drem Annihilator level 20
20th Wealth 122nd year of Ascendancy at 23:00 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Zuiervo the Drem Annihilator level 22
5th Dearth 122nd year of Ascendancy at 15:13 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zuiervo the Drem Annihilator level 10
31st Voratun 122nd year of Ascendancy at 20:44 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zuiervo the Drem Annihilator level 23
35th Dearth 122nd year of Ascendancy at 10:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zuiervo the Drem Annihilator level 16
6th Wealth 122nd year of Ascendancy at 02:24 see stats
Log
Talent Boltgun is ready to use.
Talent From Below It Devours is ready to use.
Zuiervo picks up (w.): schematic: Poison Groove.
Zuiervo picks up (P.): steady hardened leather gloves of strength (+4) (0 def, 2 armour).
Zuiervo picks up (P.): scouring dwarven-steel gauntlets of butchering (0 def, 2 armour).
Zuiervo picks up (K.): thorny mindstar 'Muckblight' (91% power, 24 apr, nature damage).
Zuiervo picks up (K.): flaming dwarven-steel longsword of rage (128% power, 4 apr).
Zuiervo picks up (W.): icy dwarven-steel shield of mind resistance (+12%) (0 def, 6 armour, 135% power, 88 block).
Zuiervo picks up (U.): impenetrable stralite mail armour of stability (4 def, 15 armour).
Zuiervo picks up ( .): pouch of dwarven-steel shots of erosion (5/18, 145% power, 3 apr).
Zuiervo picks up (R.): brawler's hardened leather gloves of archery (0 def, 2 armour).
Zuiervo picks up (V.): Iron Mail of Bloodletting (2 def, 4 armour).
Zuiervo picks up (Y.): Jetpower the dwarven-steel shield (0 def, 7 armour, 137% power, 70.5 block).
Zuiervo picks up (P.): caustic voratun steamgun of tinkering (+4).
Your summoned medic turret disappears.
Lore found: Iron Mail of Bloodletting
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 4 turns (stop reason: dialog is displayed).
Resting starts...
Talent Medic Turret is ready to use.
Talent Overclock is ready to use.
Talent Hunker Down is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Frenzy is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).
Connection to online server lost, trying to reconnect.
Connection to online server established.




















































































































