Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. 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:
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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Orcs |
Mode | Nightmare Adventure |
Sex | Male |
Race | Kruk Yeti |
Class | Archmage (Technomancer) |
Level / Exp | 25 / 90% |
Size | medium |
Lifes / Deaths | Killed by orc corruptor at level 25 on the 43rd Pain 124th year of Ascendancy at 03:18 5 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 21 (base 10) |
Constitution | 19 (base 10) |
Magic | 62 (base 55) |
Willpower | 34 (base 29) |
Cunning | 49 (base 30) |
Resources
Life | 436/436 |
Mana | 367/367 |
Steam | 100/100 |
Healing Factor | 1.0791723257555 |
Regeneration | 2.4281377329499 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 3 |
See Stealth | 5 |
See Invisible | 13 |
Offense: Mainhand
Damage | 32 |
Accuracy | 32 |
Crit Chance | 31% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +32% |
Light | +17% |
Arcane | +10% |
Mind | +10% |
All | +7% |
Offense: Damage Penetration
Arcane | +25% |
Defense: Base
Armour (hardiness) | 24.770219904211 (30%) |
Defense | 25 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 29 |
Mental Save | 33 |
Defense: Resistances
Arcane | + 35%( 70%) |
Cold | + 45%( 70%) |
All | + 11%( 70%) |
Darkness | + 16%( 70%) |
Light | + 15%( 70%) |
Physical | + 23%( 70%) |
Mind | + 16%( 70%) |
Fire | + 16%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Pinning Resistance | 60% |
Confusion Resistance | 41% |
Teleport Resistance | 100% |
Stun Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (82 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning stat. |
Class Talents
Spell / Occult technomancy | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 3/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Power |
talent | Disruption Shield |
talent | Feather Wind |
talent | Shielding |
talent | Thunderstorm |
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. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | 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. | 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 | pair of rough leather boots of speed (0 def, 1 armour) pair of rough leather boots of speed (0 def, 1 armour) 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Pinning- +10% Knockbk- +10% Teleport- +100% A pair of boots made of leather. |
Light source | scorching brass lantern of clarity scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +7 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 | hardened leather hat of trickery (0 def, 3 armour) hardened leather hat of trickery (0 def, 3 armour) 2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +9 (+4 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +5 A hat made of leather. Very stylish. |
Tool | Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+4 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | Wheel of Fate Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +2% Phys.pwr +5 (+3 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +12 (+6 eff.) Confus- +41% ---------- misc Mana/turn +0.08 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. 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? |
On fingers | solipsist's steel ring of luminosity solipsist's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +4 Wil +5 Cun dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 11 light Ranged+ 10 light Dmg.mod +10% light Rings make your fingers look great! |
Around waist | Spiderroar Spiderroar1.0 T5 belt armor [Random Unique] Master/Psionic While equipped: Stats +1 Con dps ---------- Phys.crit +4.0% Crit.mult +14.00% Phys.pwr +4 (+2 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Defense +15 (+8 eff.) Resists +15% nature Phys.save +9 (+4 eff.) Stealth +10 ---------- misc See.Invis +6 A belt that goes around your waist. |
In main hand | Hatholeroddantir (25-30 power, 5 apr, lightning element) Hatholeroddantir (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Random Unique] 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 +5 Dex dps ---------- Phys.crit +6.0% Spell.crit +4% Crit.mult +10.00% Spell.pwr +29 (+8 eff.) Melee+ 24 arcane Dmg.mod +3% arcane +25% lightning ----- def ----- Resists +5% arcane Die.at -20.00 life ---------- misc Mana/turn +0.24 Max.mana +101.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Yvalaith (0 def, 2 armour) Yvalaith (0 def, 2 armour) 1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +3 Mag +3 Cun dps ---------- Melee+ 7 mind Dmg.mod +3% mind Res.pen +25% arcane Acc +10 (+4 eff.) ----- def ----- Armour +2 Resists +6% mind +5% arcane +6% darkness +5% light ---------- misc Infravis +1 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 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 73.13 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | cashmere robe of power (0 def, 8 armour) cashmere robe of power (0 def, 8 armour) 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +7% all Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Armour +2 Defense +9 (+5 eff.) Resists +10% nature +25% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Around neck | wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.60 Mana/turn +0.18 Max.mana +28.00 Amulets make your neck look great! |
Inventory
medical injector implant of the sneak (efficiency 155% / cooldown 95%) medical injector implant of the sneak (efficiency 155% / cooldown 95%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 95%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 99% / cooldown 93%) medical injector implant of the titan (efficiency 99% / cooldown 93%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 99% efficiency and cooldown mod of 93%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 133% / cooldown 86%) medical injector implant of the wizard (efficiency 133% / cooldown 86%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 86%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 6) steam generator implant of the psychic (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 113; cd 15) healing infusion of the psychic (heal 113; cd 15)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 113 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 125; 14 cd) regeneration infusion of the titan (heal 125; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 125 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the sneak (absorb 98; cd 17) shatter afflictions rune of the sneak (absorb 98; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 48; cd 16) shatter afflictions rune of the warrior (absorb 48; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Kinetic Stabiliser 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. |
schematic: Mental Stimulator 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: Shocking Edge 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. |
schematic: Steamsaw 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. |
2 schematic: Waterproof Coating 2 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. |
Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
grounding stralite amulet of strength (+4) grounding stralite amulet of strength (+4)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +14% lightning Stun/Frz- +31% Amulets make your neck look great! |
steel amulet 'Unlightbile' steel amulet 'Unlightbile'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Resists +12% fire +14% cold Phys.save +12 (+6 eff.) Spell.save +14 (+7 eff.) Mind.save +12 (+6 eff.) Blind- +13% ---------- misc Infravis +2 Sight +2 See.Invis +9 Amulets make your neck look great! |
The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
gold ring gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
savior's copper ring savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
arcing stralite battleaxe of massacre (54-82 power, 3 apr) arcing stralite battleaxe of massacre (54-82 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego] Arcane/Master Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 99 damage Massive two-handed battleaxes. |
stralite battleaxe of evisceration (44-66 power, 3 apr) stralite battleaxe of evisceration (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Master Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Crit: * Wound the target dealing 89 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+4 eff.) Massive two-handed battleaxes. |
balanced dwarven-steel greatmaul of erosion (42-63 power, 2 apr) balanced dwarven-steel greatmaul of erosion (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Nature/Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +32% Massive two-handed mauls. |
acidic dwarven-steel greatsword (34-54 power, 2 apr) acidic dwarven-steel greatsword (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 34.0 - 54.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Massive two-handed swords. |
pulsing mindstar of flames (12-14 power, 32 apr, mind damage) pulsing mindstar of flames (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +3% Melee+ 8 fire Dmg.mod +9% fire Res.pen +5% fire ----- def ----- Resists +10% fire ---------- 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. |
Frosthunt (20-24 power, 4 apr, arcane element) Frosthunt (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ----- def ----- Defense +19 (+10 eff.) Resists +3% cold Phys.save +12 (+6 eff.) Mind.save +9 (+4 eff.) Stun/Frz- +20% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 150.82 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff of illumination (10-12 power, 2 apr, lightning element) cruel elm magestaff of illumination (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +12.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 111.26 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element) elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (17-20 power, 3 apr, lightning element) potent ash magestaff of might (17-20 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +8 (+2 eff.) Dmg.mod +17% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
penetrating stralite steamgun penetrating stralite steamgun4.0 T4 steamgun 1H weapon Reqs Dex 35 Shoot [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +17% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balanced steel waraxe of the mystic (14-19 power, 3 apr) balanced steel waraxe of the mystic (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane/Master Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +22% One-handed war axes. |
cashmere cloak 'Poxtrial' (2 def, 0 armour) cashmere cloak 'Poxtrial' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +25% mind +20% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +2 (+1 eff.) Resists +6% nature Phys.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour) cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +14% temporal Def/telep +14 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak (9 def, 0 armour) enveloping cashmere cloak (9 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Defense +9 (+5 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of nature (+15%) (0 def, 0 armour) mindwoven cashmere robe of nature (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +15% nature +11% all Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mardudan (22 def, 4 armour) Mardudan (22 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Defense +22 (+11 eff.) Fatigue +3% Resists +5% arcane +2% physical Die.at -40.00 life Disease- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Iceravager (5 def, 1 armour) Iceravager (5 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Melee+ 6 cold Dmg.mod +3% cold Res.pen +5% cold Melee Ret 6 physical ----- def ----- Armour +1 Defense +5 (+3 eff.) Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted hardened leather gloves of magic (+3) (0 def, 2 armour) blighted hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 blight Dmg.mod +5% arcane +6% blight ----- def ----- Armour +2 Resists +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of butchering (0 def, 3 armour) drakeskin leather gloves of butchering (0 def, 3 armour)1.0 T4 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +7 (+4 eff.) Acc +4 (+2 eff.) Apr +8 ----- def ----- Armour +3 Resists +7% blight Spell.save +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% 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. |
Blasttrail the dwarven-steel helm (0 def, 4 armour) Blasttrail the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +24% lightning +6% fire Res.pen +10% lightning ----- def ----- Armour +4 Fatigue +4% Resists +21% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Notta the Undeathquench (5 def, 9 armour) Ce'Notta the Undeathquench (5 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +9 Defense +5 (+3 eff.) Fatigue +3% Resists +3% temporal +3% darkness +9% blight +6% nature +4% all Phys.save +8 (+4 eff.) A hat made of leather. Very stylish. |
Layuta (0 def, 4 armour) Layuta (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +9% fire Spell.save +9 (+5 eff.) Die.at -60.00 life Heal.mod +10% Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
leafwalker's hardened leather hat of might (0 def, 3 armour) leafwalker's hardened leather hat of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +3 (+2 eff.) Max.HP +72.00 Heal.mod +12% A hat made of leather. Very stylish. |
rough leather hat of constitution (+3) (0 def, 1 armour) rough leather hat of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
cured leather armour of temporal resistance (6 def, 4 armour) cured leather armour of temporal resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% temporal A suit of armour made of leather. |
volcanic hardened leather armour (9 def, 14 armour) volcanic hardened leather armour (9 def, 14 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +14 Defense +9 (+5 eff.) Fatigue +8% Resists +13% fire +10% physical A suit of armour made of leather. |
windwalling steel shield (0 def, 4 armour, 16-19 power, 39.5 block) windwalling steel shield (0 def, 4 armour, 16-19 power, 39.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Psionic When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +11 physical While equipped: Stats +2 Wil ----- def ----- Armour +4 Fatigue +8% Resists +12% physical Shield.near.proj +10 Proj.slow +12% ---------- misc Talents +1 Block Handheld deflection devices. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str dps ---------- Acc +4 (+2 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 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. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor 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. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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. |
dwarven steel grip dwarven steel grip0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+2 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
well-made head lamp well-made head lamp0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+4 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
iron torque of gale force [power 105] (15 cooldown) iron torque of gale force [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 112 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful iron torque of clear mind [power 1] (25 cooldown) powerful iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
5 amethyst 5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
focusing yew wand of shielding [power 230] (20 cooldown) focusing yew wand of shielding [power 230] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 314 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Errolgarn the Kruk Yeti Archmage level 13
47th Retaking 124th year of Ascendancy at 02:59 see stats
By Errolgarn the Kruk Yeti Archmage level 10
29th Retaking 124th year of Ascendancy at 07:20 see stats
By Errolgarn the Kruk Yeti Archmage level 20
40th Pain 124th year of Ascendancy at 18:06 see stats
By Errolgarn the Kruk Yeti Archmage level 21
42nd Pain 124th year of Ascendancy at 05:47 see stats
By Errolgarn the Kruk Yeti Archmage level 18
31st Pain 124th year of Ascendancy at 22:41 see stats
Log
Errolgarn picks up (t.): stralite battleaxe of evisceration (44-66 power, 3 apr).
Today is the 43rd Pain of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 07:56.
Errolgarn picks up (A.): penetrating stralite steamgun.
You pickup 0.65 gold pieces.
Errolgarn picks up (w.): pulsing mindstar of flames (12-14 power, 32 apr, mind damage).
Errolgarn picks up (t.): arcing stralite battleaxe of massacre (54-82 power, 3 apr).
Errolgarn uses Create Tinker.
Created tinker: good head lamp
Option unlocked: New Class Evolution: Technomancer (Archmage)
Saving game...
Saving done.
The furious lightning storm around Errolgarn calms down and disappears.