




















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Portable Item Vault 1.7.4Add a portable item vault to your inventory! Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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:
True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Annihilator |
| Level / Exp | 50 / 322% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 71 (base 5) |
| Dexterity | 110 (base 60) |
| Constitution | 100 (base 50) |
| Magic | 107 (base 60) |
| Willpower | 61 (base 10) |
| Cunning | 117 (base 60) |
Resources
| Life | 1495/1495 |
| Steam | 150/150 |
| Healing Factor | 1.8049965160856 |
| Regeneration | 16.335218470575 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Stealth | 77 |
| See Invisible | 80 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 158 |
| Accuracy | 61 |
| Crit Chance | 61% |
| APR | 28 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 79 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 79 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Light | +13% |
| Cold | +31% |
| Nature | +38% |
| Physical | +6% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +50% |
| Nature | +50% |
| Mind | +45% |
| Cold | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 71.928972233941 (100%) |
| Defense | 79 |
| Ranged Defense | 79 |
| Fatigue | 26 |
| Physical Save | 60 |
| Spell Save | 59 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 33%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 34%( 70%) |
| Mind | + 41%( 70%) |
| Darkness | + 33%( 70%) |
| Fire | + 63%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Stun Resistance | 75% |
| Confusion Resistance | 34% |
| Poison Resistance | 10% |
| Blind Resistance | 100% |
| Disarm Resistance | 20% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 199% efficiency and cooldown mod of 80%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 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 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gadgets | 5.00 |
| 3/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Steamtech / Magnetism | 5.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Chemical warfare | 5.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Demolition | 5.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Steamtech / Artillery | 5.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Steamtech / Heavy weapons | 5.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Turrets | 5.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Yeti | 5.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 5.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Steamtech / Chemistry | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Conditioning | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 5.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Miasma Engine |
| talent | Exoskeleton |
| talent | Rocket Pod |
| talent | Incendiary Grenade |
| 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 (604/675). Capacitor Discharge |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 56% and triggers a radius 12 conal explosion dealing 50% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (10 def, 18 armour) 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +10 Str +12 Dex offense ------ Damage +10% fire defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +8% Physical save +11 (+3 eff.) Pinning Resist +65% Knockbk Resist +15% Teleport Resist +100% Generate 3 steam each time you walk. Boots. But with steam power! |
| Quiver | barbed pouch of voratun shots of grasping (24/24, 62-74 power, 6 apr) 3.0 Encumbrance T5 shot ammo [Ego++] Nature/Master Weapon Damage 61.5 - 73.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +17.0% Capacity 24 On Hit: * 20% chance to create vines that bind the target to the ground dealing 293 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 386 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Poromiwen the Morningwitch1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +6% lightning Ignore resists +20% mind When Hit 4 light defense ------ Resistance +18% light Mind save +10 (+3 eff.) other ------- EQ when Hit +0.08 Light +4 See Stealth +14 See Invisibility +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour) 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +12 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +21 (+5 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On hands | Belatar the Strikespiker (0 def, 3 armour) 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +5 Dex +2 Wil +5 Cun +2 Con offense ------ Ignore resists +15% lightning Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Armor +3 Resistance +3% physical Physical save +14 (+4 eff.) Unlife -20.00 life other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
| Tool | Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+0 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+3 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 100 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| On fingers | Wheel of Fate0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +5 Mag offense ------ On-Hit 28 light 15 physical On-Ranged-Hit 16 light 15 physical Damage +13% light On-Hit (Melee): * 13% chance to reduce all saves and defense by 42 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 42 defense ------ Defense +5 (+1 eff.) Resistance +3% mind +15% nature Physical save +6 (+2 eff.) Life +38.00 Disarm Resist +20% Pinning Resist +26% Knockbk Resist +38% other ------- Hate-on-crit +3.00 Max hate +10.00 Can be unequipped or rerolled. 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 Puts all charms on 1 turn cooldown "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? |
| Around neck | Radhudig the Poxflash0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +10% nature When Hit 10 physical defense ------ Resistance +22% mind +15% blight Physical save +6 (+2 eff.) Blind Resist +20% Poison Resist +10% Confus Resist +34% Amulets make your neck look great! |
| In main hand | Pusbreaker 4.0 Encumbrance T5 steamgun 1H weapon [Rare] Arcane/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +20 cold On-Hit, radius 1 +12 nature On Hit: * splashes acid on your target dealing 91 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +4 Wil +17 Mag offense ------ Damage +18% nature +22% cold On-Hit (Ranged): * 20% chance to slow global speed by 71% other ------- Infravision +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Tideglamour the hardened leather belt 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Dex +5 Cun +9 Lck offense ------ Damage +9% cold Ignore resists +10% lightning +20% cold defense ------ Fatigue -6% Stealth +8 Life Regen +1.30 Healmod +13% other ------- Disarm Traps +9 Encumbrance +25 Infravision +4 A belt that goes around your waist. |
| In off hand | shocking voratun shield of resistance (0 def, 10 armour, 61-73 power, 206 block)7.0 Encumbrance T5 shield armor [Ego+] Nature When used to Attack: Weapon Damage 61.0 - 73.2 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +206 While equipped: offense ------ On-Hit 16 lightning When Hit 21 lightning defense ------ Armor +10 Fatigue +8% Resistance +12% acid +11% fire +12% lightning +9% cold other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Bagodig the Wretchquarry (3 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Cun +2 Con offense ------ Mindpower +5 (+1 eff.) defense ------ Defense +3 (+1 eff.) Resistance +30% lightning +16% temporal +15% darkness +0% cold +9% nature Physical save +7 (+2 eff.) Spell save +10 (+3 eff.) Mind save +14 (+4 eff.) Life +58.00 Stun Resist +50% Out-of-Phase Defense +18 Out-of-Phase Resistance +12% Out-of-Phase Resilience +15% other ------- Max hate +2.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chromatic Harness (10 def, 14 armour) 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +70% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Inventory
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
schematic: Acid Groove0.1 Encumbrance 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: Air Recycler0.1 Encumbrance 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 Encumbrance 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: Antimagic Shell0.1 Encumbrance 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 Encumbrance 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: Corrosive Shell0.1 Encumbrance 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 Encumbrance 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: Flash Powder0.1 Encumbrance 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 Encumbrance 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: Galvanic Retributor0.1 Encumbrance 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 Encumbrance 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: Kinetic Stabiliser0.1 Encumbrance 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 Encumbrance 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: Mental Stimulator0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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: Power Distributor0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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 Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin0.1 Encumbrance 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 Encumbrance 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: Spike Attachment0.1 Encumbrance 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. |
8 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance 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 Encumbrance 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. |
Shockpride the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +15% lightning +20% cold +20% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 42 defense ------ Resistance +15% lightning +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
grounding steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% lightning Healmod +13% Cut Resist +40% Stun Resist +20% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 463 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
marksman's steel ring of arcana (+0.10/turn)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Silence Resist +21% other ------- Mana/turn +0.10 Rings make your fingers look great! |
steel ring 'Issogar'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +5 Dex +4 Mag +3 Con defense ------ Life +28.00 Disarm Resist +29% Pinning Resist +25% Knockbk Resist +29% other ------- Light +3 Rings make your fingers look great! |
stormbringer's iron steamgun of true flight4.0 Encumbrance T1 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +7 Projectile Speed +600% On-crit, radius 2 +5 lightning +8 cold Uses 2.0 Steam While equipped: offense ------ Physical Crit +6.0% Move Speed +21% Ignore resists +5% lightning +5% cold Accuracy +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+1 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Titan4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 175% Range +3 Projectile Speed +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Vindicator4.0 Encumbrance T3 steamgun 1H weapon [Unique] Arcane/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 100% Range +7 Projectile Speed +600% Damage Against +25% Undead On Critical: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
runic dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On Hit: 10% Arcane Vortex level 3 Uses 2.0 Steam While equipped: Stats +2 Mag offense ------ Spellpower +6 (+1 eff.) Damage +5% arcane Ignore resists +8% all Accuracy +8 (+2 eff.) Ignore Armor +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Dreamweaver4.0 Encumbrance T4 steamgun 1H weapon [Unique] Psionic/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Mind Crit +7% Steampower +5 (+1 eff.) Mindpower +15 (+3 eff.) Throw the gun and cause it to explode, dealing by 328 mind damage (based on Cunning and Willpower) to all targets in an area, attempting to put them to sleep, and disarming yourself for 3 turns. Uses 20 power out of 20/20 This isn't so much a gun, as it is the idea of a gun. You'll be able to remember it pretty easily if you lose it. |
deadly pouch of dwarven-steel shots of daylight (19/19, 38-45 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane/Master Weapon Damage 37.5 - 45.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +7 light Damage Against +5% Undead Shots are used with slings to pummel your foes to death. |
high-capacity pouch of dwarven-steel shots of accuracy (34/34, 32-39 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Master Weapon Damage 32.5 - 39.0 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +3 Critical Rate +5.0% Capacity 34 While equipped: other ------- Reload +1 Shots are used with slings to pummel your foes to death. |
flaming pouch of stralite shots of vileness (23/23, 44-53 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego] Arcane Weapon Damage 44.0 - 52.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 23 On-ranged-hit +9 blight On-Hit, radius 1 +7 fire On Hit: * 19% chance to reduce strength, dexterity, and constitution by 34 While equipped: Shots are used with slings to pummel your foes to death. |
sentry's pouch of voratun shots (54/54, 61-73 power, 10 apr)3.0 Encumbrance T5 shot ammo [Ego+] Arcane Weapon Damage 61.0 - 73.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Capacity 54 Auto Reload 4 Shots are used with slings to pummel your foes to death. |
corrosive iron shield of crushing (0 def, 2 armour, 16-19 power, 24.5 block)7.0 Encumbrance T1 shield armor [Ego++] Arcane/Master When used to Attack: Weapon Damage 15.5 - 18.6 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +24 On-hit +10 acid On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Con offense ------ Physical Crit +3.0% Physical Power +6 (+1 eff.) When Hit: * 11% chance to reduce armor by 44% defense ------ Armor +2 Fatigue +8% Resistance +10% acid other ------- Talents +1 Block Handheld deflection devices. |
enlightening iron mail armour of Eyal (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Mind save +11 (+3 eff.) Life +21.00 Life Regen +1.00 Healmod +11% A suit of armour made of mail. |
iron mail armour of fire resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% fire A suit of armour made of mail. |
Saladheda the Blazewreck (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Random Unique] Master While equipped: Stats +11 Str +10 Con offense ------ Damage +9% arcane When Hit 6 lightning defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +27% acid +5% arcane +21% lightning Life +126.00 A suit of armour made of mail. |
enlightening iron plate armour of the dragon (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +3 Wil defense ------ Armor +7 Fatigue +22% Resistance +6% acid +6% physical +6% fire +5% lightning +6% cold Mind save +11 (+3 eff.) Disarm Resist +21% Stun Resist +21% Knockbk Resist +20% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Lisurewyn' (0 def, 20 armour)17.0 Encumbrance T3 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Physical Crit +2.0% On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 34 defense ------ Armor +20 Fatigue +22% Resistance +29% acid +7% cold +2% physical Physical save +6 (+2 eff.) Mind save +13 (+3 eff.) other ------- Breathe water A suit of armour made of metal plates. |
monstrous rough leather belt of dampening1.0 Encumbrance T1 belt armor [Ego++] Nature While equipped: Stats +4 Str +3 Con offense ------ Physical Power +6 (+1 eff.) defense ------ Resistance +5% acid +6% fire +6% lightning +5% cold Physical save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Glacierpiety' (0 def, 9 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +30% cold Ignore resists +25% fire defense ------ Armor +9 Fatigue +3% Resistance +8% acid +9% cold +8% fire +15% nature +9% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% 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. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-3 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-2 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
agate0.0 Encumbrance 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
230 alchemist agate0.0 Encumbrance 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- 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. |
bright alchemist's lamp of corpselight1.0 Encumbrance T3 lite [Ego+] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) defense ------ Resistance +8% blight +8% darkness other ------- Light +7 Infravision +4 See Invisibility +5 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 49 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 Encumbrance 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. |
well-made ablative armour0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +6 Crit Resistance 21.00% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel armour reinforcement0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 20 physical defense ------ Armor +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
crude waterproof coating0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliser0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +15 (+4 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
iron grip0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
crude acid groove0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 13] simple frost salve [power 13]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 157] simple healing salve [power 157]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 157 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 217.74 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 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. |
Yeti's Muscle Tissue (Astral)1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Behemoth)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Item Vault (Portable) Item Vault (Portable)0.0 Encumbrance vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Drayon the Kruk Yeti Annihilator level 1
10th Retaking 124th year of Ascendancy at 12:37 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Drayon the Kruk Yeti Annihilator level 12
16th Retaking 124th year of Ascendancy at 17:50 see stats
Blood on the Moon (Insane (Roguelike) difficulty)
Kill all of the Star Gazers within 7 game turns.By Drayon the Kruk Yeti Annihilator level 42
49th Loss 124th year of Ascendancy at 18:21 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Drayon the Kruk Yeti Annihilator level 1
10th Retaking 124th year of Ascendancy at 11:10 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Drayon the Kruk Yeti Annihilator level 34
39th Dearth 124th year of Ascendancy at 21:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Drayon the Kruk Yeti Annihilator level 10
15th Retaking 124th year of Ascendancy at 03:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Drayon the Kruk Yeti Annihilator level 20
22nd Revenge 124th year of Ascendancy at 16:24 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Drayon the Kruk Yeti Annihilator level 30
1st Dearth 124th year of Ascendancy at 15:13 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Drayon the Kruk Yeti Annihilator level 40
42nd Dearth 124th year of Ascendancy at 12:26 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Drayon the Kruk Yeti Annihilator level 50
24th Retaking 125th year of Ascendancy at 07:06 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Drayon the Kruk Yeti Annihilator level 47
51st Destruction 124th year of Ascendancy at 13:22 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Drayon the Kruk Yeti Annihilator level 44
49th Destruction 124th year of Ascendancy at 19:13 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Drayon the Kruk Yeti Annihilator level 12
16th Retaking 124th year of Ascendancy at 13:15 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Drayon the Kruk Yeti Annihilator level 49
24th Retaking 125th year of Ascendancy at 01:19 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Drayon the Kruk Yeti Annihilator level 1
10th Retaking 124th year of Ascendancy at 11:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Drayon the Kruk Yeti Annihilator level 1
10th Retaking 124th year of Ascendancy at 11:10 see stats
Log
There is a ladder to the previous level here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a collapsing hidden vault here (press '' or right click to use).
Ran for 50 turns (stop reason: at exit).
There is a collapsing hidden vault here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 50 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Space around you starts to dissolve...
Resting starts...
Rested for 3 turns (stop reason: all resources and life at maximum).
Resting starts...
You are yanked out of this place!
Rested for 37 turns (stop reason: saving).
There is a Path to a Ureslak's Host here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.











































































































































