
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Annihilator |
| Level / Exp | 32 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Salina the elven blood mage at level 32 on the 35th Haze 122nd year of Ascendancy at 20:04 / 2Killed by Salina the elven blood mage at level 32 on the 35th Haze 122nd year of Ascendancy at 20:40 |
| Antimagic | Follower |
Primary Stats
| Strength | 26 (base 14) |
| Dexterity | 84 (base 60) |
| Constitution | 21 (base 10) |
| Magic | 21 (base 10) |
| Willpower | 47 (base 19) |
| Cunning | 66 (base 52) |
Resources
| Life | -283/859 |
| Equilibrium | 36 |
| Steam | 130/130 |
| Healing Factor | 1.554804467222 |
| Regeneration | 34.594399395689 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 23 |
| See Invisible | 28 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 63 |
| Crit Chance | 36% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11.5 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +11% |
| Light | +25% |
| Fire | +17% |
| All | +8% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 65.104573345417 (100%) |
| Defense | 52 |
| Ranged Defense | 56 |
| Fatigue | 34 |
| Physical Save | 26 |
| Spell Save | 30 |
| Mental Save | 31 |
Defense: Resistances
| Physical | + 10%( 70%) |
| Lightning | + 61%( 70%) |
| Darkness | + 29%( 70%) |
| Temporal | + 6%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 8%( 70%) |
| Acid | + 9%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Bleed Resistance | 70% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Stun Resistance | 72% |
| Poison Resistance | 50% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 139% efficiency and cooldown mod of 97%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Artillery | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Mecharachnid | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lost defiler from death by Adurialrama the elder vampire. Escort: lost defiler (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Aerassra the multi-hued crystal. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
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. | active |
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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 19. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed electric eel tail. * You've found the needed naga tongue. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed orc heart. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Shoes of Moving Slowly (0 def, 0 armour) 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% ---------- misc Talents +3 Rocket Boots Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
| Quiver | Elenyroddahor the Boltpierce (21/21, 68-82 power, 10 apr) 3.0 T4 shot ammo [Rare] Master Power 68.5 - 82.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +5.5% Capacity 21 Proj.spd +200% On Crit.r2 +20 lightning While equipped: ---------- misc Reload +4 Talents +2 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | nightwalker's brass lantern of the zealot 2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Dmg.mod +8% light ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +4 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. |
| On head | Pussear (0 def, 1 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +3 Mag +3 Wil +3 Con dps ---------- Dmg.mod +3% nature ----- def ----- Armour +1 Fatigue +1% ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 A hat made of leather. Very stylish. |
| 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! 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- +110% ---------- misc Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Tool | ash totem of healing [power 194] (14/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Singewilter0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +9% fire ----- def ----- Resists +5% arcane Spell.save +12 (+6 eff.) Mind.save +3 (+1 eff.) Die.at -80.00 life Max.HP +67.00 HP.reg +8.00 Heal.mod +14% Cut- +20% ---------- misc Max.stam +23.00 Rings make your fingers look great! |
| On fingers | steel ring 'Shadowvile'0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Dex +4 Wil +9 Cun dps ---------- Mind.pwr +5 (+2 eff.) Acc +6 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 53% * 20 arcane resource burn ----- def ----- Resists +3% blight Max.HP +30.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
| Around neck | Emedalle0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +12% lightning +6% acid Stun/Frz- +22% ---------- misc Psi/ret +0.04 Light +1 See.Invis +9 Amulets make your neck look great! |
| In main hand | Murderfang's Surekill 4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Hit: * splashes acid on your target dealing 39 damage and reducing their armor On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
| Around waist | Halaroddagar the Splendourblast 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Armour +14 Defense +15 (+5 eff.) Fatigue -12% Resists +9% darkness Die.at -60.00 life Max.HP +151.00 Heal.mod +20% ---------- misc Max.enc +30 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Pressurizer (8 def, 0 armour) 2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +30% lightning Stun/Frz- +50% ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
| Main armor | Eroldil (4 def, 8 armour) 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% lightning +7% physical +18% darkness +24% blight +3% temporal Phys.save +16 (+8 eff.) Max.HP +52.00 HP.reg +14.00 Heal.mod +12% Poison- +50% Disease- +50% Cut- +50% ---------- misc Light +1 A suit of armour made of mail. |
Inventory
Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 205 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
blink rune of the duelist (range 9; phase 30; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 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. |
4 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: 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. |
3 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. |
2 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: Fireproof 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. |
3 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. |
3 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook 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: 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. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
2 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. |
3 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree0.1 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: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 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. |
Glimmerthorn0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +10 Mag +5 Cun +5 Con dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +5% acid +15% fire +6% cold +6% lightning ----- def ----- Fatigue -6% Resists +12% fire HP.reg +3.00 ---------- misc Stam/turn +0.70 Light +3 Amulets make your neck look great! |
serendipitous steel amulet of willpower (+9)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +9 Lck +3 Wil dps ---------- Acc +7 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
starlit copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% light +11% darkness Blind- +21% Amulets make your neck look great! |
Dazzlequencher the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.crit +4.0% Phys.pwr +10 (+3 eff.) Res.pen +5% light +5% physical Apr +2 ----- def ----- Phys.save +6 (+3 eff.) Die.at -60.00 life Rings make your fingers look great! |
Smolderbliss the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% light Apr +2 Melee Ret 6 fire ----- def ----- Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
Tundrawrecker0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Wil +3 Con dps ---------- S.pwr/crit +10 Dmg.mod +6% cold Res.pen +10% blight ----- def ----- Phys.save +6 (+3 eff.) ---------- misc Max.vim +30.00 Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.39 cold and 15.39 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
savior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
warrior's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +4 Resists +20% acid Rings make your fingers look great! |
warrior's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
Blizzardhunger (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Rare] Arcane Power 46.0 - 73.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +8 cold +23 fire While equipped: dps ---------- Spell.crit +5% Spell.pwr +30 (+8 eff.) Dmg.mod +12% light Melee Ret 10 blight Massive two-handed swords. |
pulsing mindstar of storms (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Nature 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% While equipped: Stats +4 Str +3 Dex +3 Mag +2 Wil +3 Cun +1 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 7 lightning Dmg.mod +12% lightning Res.pen +12% lightning ----- def ----- Resists +10% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hardened leather sling 'Blazewitch'4.0 T3 sling 1H weapon [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Str +5 Cun +9 Con dps ---------- Dmg.mod +6% lightning Res.pen +12% physical On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal Slings are used to hurl stones or metal shots at your foes. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+1 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 3.5 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
elven-wood starstaff 'Elylrana' (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Mag +5 Cun +7 Con dps ---------- Spell.crit +4% Crit.mult +26.00% Spell.pwr +37 (+9 eff.) Dmg.mod +9% blight +25% light +15% arcane Res.pen +40% arcane Apr +3 Melee Ret 6 blight ----- def ----- Defense +25 (+8 eff.) ---------- misc N.En/turn +0.20 Vim/s.crit +7.00 Max.vim +40.00 Max.N.En +41.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced stralite steamsaw of mind resistance (+15%) (32-48 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego] Master/Psionic/Steamtech Power 32.0 - 48.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +66 Uses 1.0 Steam While equipped: dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +5 Defense +13 (+5 eff.) Fatigue +10% Resists +15% mind Disarm- +24% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
chilling stralite steamsaw of cold resistance (+20%) (30-44 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego] Arcane/Master/Steamtech Power 29.5 - 44.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +70 Melee+ +21 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +20% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
crackling stralite steamsaw of fire resistance (+13%) (28-42 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Arcane/Master/Steamtech Power 28.0 - 42.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +71 Uses 1.0 Steam When used to Attack: Melee+ +16 lightning While equipped: Stats +2 Dex dps ---------- Melee Ret 19 lightning ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +13% lightning +21% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming stralite steamsaw of ruin (31-46 power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Arcane/Master/Steamtech Power 31.0 - 46.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +64 On Hit.r1 +5 fire Uses 1.0 Steam While equipped: dps ---------- Phys.crit +9.0% Crit.mult +21.00% Apr +13 ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Broduhir the dwarven-steel waraxe (24-34 power, 21 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +4.5% Atk.spd 100% Phasing +15% While equipped: Stats +4 Wil dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +9% acid ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +2.00 Mana/turn +0.28 Max.mana +100.00 One-handed war axes. |
Duathelward the rough leather belt1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +8% acid +12% temporal +6% blight A belt that goes around your waist. |
elven-silk cloak 'Veledanne' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +19% darkness Res.pen +20% darkness +5% mind ----- def ----- Defense +3 (+1 eff.) Resists +16% blight +20% darkness +17% nature Stealth +21 HP.reg +6.00 Heal.mod +17% ---------- misc Psi/ret +0.16 Max.hate +6.00 Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
fearwoven elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +15% darkness +30% physical Res.pen +13% darkness +13% physical ----- def ----- Resists +15% all ---------- misc Max.hate +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Apr +6 ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 3.5 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +10 (+5 eff.) ---------- misc Stam/turn +0.50 Max.stam +27.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
voratun gauntlets of the starseeker (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +3 Cun +4 Mag ----- def ----- Armour +3 Fatigue +5% Resists +7% light +8% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 2.5 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 48.30 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
impenetrable stralite mail armour of command (14 def, 28 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +28 Defense +14 (+5 eff.) Fatigue +12% Mind.save +19 (+9 eff.) A suit of armour made of mail. |
volcanic reinforced leather armour of the deep (12 def, 20 armour)9.0 T4 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 8 fire Ranged+ 6 fire ----- def ----- Armour +20 Defense +12 (+4 eff.) Fatigue +8% Resists +9% acid +14% fire +8% cold +15% physical ---------- misc Breathe water A suit of armour made of leather. |
barbed quiver of elven-wood arrows of accuracy (22/22, 64-90 power, 14 apr)3.0 T4 arrow ammo [Ego+] Master Power 64.0 - 89.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +23 Apr +14 Crit +19.5% Capacity 22 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
126 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 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. |
powerful healing salve [power 234] powerful healing salve [power 234]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 234 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 144] simple healing salve [power 144]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 144 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. |
crude explosive shell0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
crude head lamp0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +1 (+0 eff.) ---------- misc Light +3 Tinkers can be attached to normal items to improve them with steam power! |
crude poison groove0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots 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! |
simple second skin0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +2.00 Poison- +30% Disease- +30% Cut- +30% Tinkers can be attached to normal items to improve them with steam power! |
steel back support0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -8% ---------- misc Max.enc +20 Tinkers can be attached to normal items to improve them with steam power! |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Onafio the Cornac Annihilator level 19
14th Dusk 122nd year of Ascendancy at 12:25 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Onafio the Cornac Annihilator level 19
26th Dusk 122nd year of Ascendancy at 16:34 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Onafio the Cornac Annihilator level 22
40th Dusk 122nd year of Ascendancy at 10:23 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Onafio the Cornac Annihilator level 25
11st Haze 122nd year of Ascendancy at 04:48 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Onafio the Cornac Annihilator level 31
29th Haze 122nd year of Ascendancy at 15:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Onafio the Cornac Annihilator level 10
2nd Mirth 122nd year of Ascendancy at 11:13 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Onafio the Cornac Annihilator level 20
36th Dusk 122nd year of Ascendancy at 13:32 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Onafio the Cornac Annihilator level 30
27th Haze 122nd year of Ascendancy at 02:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Onafio the Cornac Annihilator level 28
23rd Haze 122nd year of Ascendancy at 23:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Onafio the Cornac Annihilator level 7
78th Pyre 122nd year of Ascendancy at 04:30 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Onafio the Cornac Annihilator level 23
41st Dusk 122nd year of Ascendancy at 03:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Onafio the Cornac Annihilator level 15
2nd Summertide 122nd year of Ascendancy at 06:27 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Onafio the Cornac Annihilator level 32
35th Haze 122nd year of Ascendancy at 20:04 see stats
Log
Onafio's manaburn arcane area effect hits Onafio for 0 arcane damage.
Lightning Web from Onafio hits Onafio for (37 lightning web), (45 lightning web) (0 total damage).
Salina the elven blood mage casts Drain.
Salina the elven blood mage hits Onafio for (38 antimagic), (169 lightning web), 169 blight (169 total damage).
Salina the elven blood mage's spell attains critical power!
Thunderstorm hits Onafio for (29 antimagic), 0 lightning (0 total damage).
Talent Reactive Armor is ready to use.
--------------------------------
Onafio uses Mana Clash.
Onafio's mind surges with critical power!
The fabric of space around Salina the elven blood mage stabilizes to normal.
Salina the elven blood mage deactivates Blood Fury.
Salina the elven blood mage deactivates Arcane Combat.
Salina the elven blood mage deactivates Secrets of the Eternals.
Salina the elven blood mage deactivates Feather Wind.
Salina the elven blood mage teleports some damage to Onafio!
Onafio hits Salina the elven blood mage for (110 teleported), (391 absorbed), 0 arcane (0 total damage).
Onafio hits Onafio for 110 teleported damage.
Lightning Web from Onafio hits Onafio for (110 lightning web) damage.
Salina the elven blood mage's light area effect hits Onafio for (38 antimagic), (109 lightning web), 109 light (109 total damage).
Onafio's manaburn arcane area effect hits Salina the elven blood mage for (42 absorbed), 0 arcane (0 total damage).
Onafio's manaburn arcane area effect hits Onafio for 0 arcane damage.
Salina the elven blood mage speeds up.
Salina the elven blood mage's spell attains critical power!
Thunderstorm hits Onafio for (25 antimagic), 0 lightning (0 total damage).
Salina the elven blood mage casts Flame.
Salina the elven blood mage's spell attains critical power!
Salina the elven blood mage hits Onafio for (38 antimagic), (219 lightning web), 262 fire (262 total damage).
Onafio the level 32 cornac annihilator was fried to death by Salina the elven blood mage on level 4 of Dark crypt.















































































































