
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Free Respec 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 Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 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:
Movarc'h's Improved Escorts - Bamboo + CH Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Also gives escorts 1000 base Life and 100 base life regen so they don't die from a sneeze. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Also credits to Bamboo's fork. Spookier Scarier Skeletons 1.7.0Revamps skeleton racials to give them more varied utility and unique gameplay, bringing them more in line with ghouls: - The first talent, Skeleton, now grants enhanced Movement Speed and Accuracy starting from talent level 3 (not applicable to necromancer summons). Fly fast from death's jaws, little bones! New SFX have additionally been added to Bone Armour and Re-Assemble. Step fast and light, adventurer; the dust of the grave yet stirs, and its envy of the living grows ever more keen. 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 | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Gunslinger |
| Level / Exp | 29 / 16% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 58 (base 10) |
| Dexterity | 71 (base 27) |
| Constitution | 25 (base 11) |
| Magic | 56 (base 41) |
| Willpower | 26 (base 10) |
| Cunning | 74 (base 60) |
Resources
| Life | 732/732 |
| Mana | 258/258 |
| Psi | 116/116 |
| Steam | 100/100 |
| Healing Factor | 1.1245178243369 |
| Regeneration | 2.5301651047581 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +99.653152735222% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 76 |
| Crit Chance | 38% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 76 |
| Crit Chance | 38% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Physical | +13% |
| Cold | +17% |
| All | 0% |
| Darkness | +6% |
| Light | +24% |
| Lightning | +12% |
| Fire | +26% |
| Mind | +16% |
Offense: Damage Penetration
| Lightning | +26% |
| Fire | +43% |
| Nature | +28% |
| Cold | +29% |
| Physical | +43% |
| Mind | +33% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 20 (73.292302510663%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 31 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 29%( 70%) |
| Cold | + 32%( 70%) |
| All | + 14%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 25%( 70%) |
| Fire | + 40%( 70%) |
| Mind | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 53% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 23% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
Inscriptions (5/5)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.4 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110% efficiency and cooldown mod of 50%. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 128% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 238.91 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 61 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
| talent | Agile Gunner |
| talent | Beyond the Flesh |
| talent | Automated Cloak Tessellation |
| talent | Shielding |
| talent | Evasive Shots |
| talent | Arcane Shield |
| talent | Embedded Restoration Systems |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +8. | done |
You successfully escorted the lost soldier to the recall portal on level 3 of Old Forest. Escort: lost soldier (level 3 of Old Forest)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost spellblade to the recall portal on level 3 of Trollmire. Escort: lost spellblade (level 3 of Trollmire)As a reward you gained talent category Spell / Aegis (at mastery 1.00). | done |
You successfully escorted the lost wyrmic to the recall portal on level 1 of Old Forest. Escort: lost wyrmic (level 1 of Old Forest)As a reward you improved Strength by +8. | done |
You successfully escorted the lost wyrmic to the recall portal on level 2 of Old Forest. Escort: lost wyrmic (level 2 of Old Forest)As a reward you improved Strength by +8. | done |
You successfully escorted the stranded cultist to the recall portal on level 6 of Dreadfell. Escort: stranded cultist (level 6 of Dreadfell)As a reward you improved Cunning by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 4 of Old Forest. Escort: unfocused psion (level 4 of Old Forest)As a reward you gained talent category Psionic / Finer energy manipulations (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| Psionic focus | stormbringer's dwarven-steel steamgun of piercing 4.0 T3 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +5 lightning +10 cold On Hit: * splashes acid on your target dealing 50 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Mov.spd +24% Res.pen +6% lightning +9% cold +6% all Acc +6 (+1 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Quiver | barbed pouch of dwarven-steel shots of crippling (22/22, 40-48 power, 3 apr) 3.0 T3 shot ammo [Ego++] Master Power 40.0 - 48.0 Physical Uses 121% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +18.0% Capacity 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| On hands | hardened leather gloves 'Treemarrow' (0 def, 2 armour) 1.0 T2 hands armor [Rare] Psionic While equipped: Stats +3 Str +3 Dex dps ---------- Res.pen +15% nature +20% physical Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +6% light Phys.save +7 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +107% ---------- misc Talents +3 Iron Grip Unarmed combat: Power 17.0 - 18.7 Physical Uses 41% Wil, 81% Cun Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | brass lantern 'Cloudpiety'2.0 T1 lite [Rare] Master While equipped: Stats +3 Mag +2 Wil +1 Cun dps ---------- Dmg.mod +12% lightning +3% mind ----- def ----- Resists +3% lightning ---------- misc Light +6 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 | Dazzlepulverizer (0 def, 3 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Acc +14 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% light +6% fire Crit.chn- 10.00% Die.at -80.00 life Max.HP +100.00 ---------- misc Stam/turn +2.00 Light +8 Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 297.3 Physical damage. If the attack hits, the target is confused (42% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
| On feet | pair of iron boots 'Umbradeath' (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Dex +3 Wil dps ---------- Dmg.mod +6% darkness Res.pen +20% fire ----- def ----- Armour +3 Fatigue +2% Silence- +23% Confus- +23% Stun/Frz- +22% ---------- misc Light +2 Infravis +2 Talents +2 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Shineglory the yew totem of summon tentacle [power 265] (25 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +20.00% ----- def ----- Defense +10 (+3 eff.) Resists +3% physical Phys.save +3 (+1 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 Light +2 Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 761 Base Damage: 323 Armor: 15 All Resist: 17 Puts all charms on 25 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Rootobeisance the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Res.pen +10% physical On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +4 Rings make your fingers look great! |
| On fingers | steel ring 'Cyrinn'0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +13% mind ----- def ----- Defense +10 (+3 eff.) Resists +3% blight +9% fire +13% mind Crit.chn- 5.00% Phys.save +15 (+5 eff.) Spell.save +15 (+8 eff.) Stun/Frz- +10% Rings make your fingers look great! |
| Around neck | Duvogrim the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +8 Dex +4 Mag +3 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% Resists +6% cold Phys.save +9 (+3 eff.) HP.reg +2.00 Teleport- +20% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
| In main hand | dwarven-steel steamgun of piercing 4.0 T3 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +25 Crit +16.0% Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% all Acc +9 (+2 eff.) Apr +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Neira's Memory 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 324, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | stormbringer's dwarven-steel steamgun of enduring 4.0 T3 steamgun 1H weapon [Ego++] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +25 Crit +16.0% Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +6 lightning +12 cold Uses 2.0 Steam While equipped: Stats +7 Con +6 Wil dps ---------- Mov.spd +20% Res.pen +7% lightning +7% cold ----- def ----- Max.HP +24.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Resists +24% lightning Stun/Frz- +40% A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Hellsnake the cashmere robe (0 def, 2 armour) 2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +13% acid +13% physical +24% light +26% fire +17% cold Res.pen +20% mind +10% fire ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Resists +16% acid +14% physical +15% fire +15% cold +15% mind +11% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
steam generator implant of the duelist (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 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 10.4 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the sneak (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the titan (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.4 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 152; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 152 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 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: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: 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. |
copper amulet 'Manarath'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% arcane ----- def ----- Resists +12% light +12% darkness Spell.save +3 (+2 eff.) Blind- +21% ---------- misc Infravis +3 Amulets make your neck look great! |
copper amulet of mastery (0.11 Steamtech / Automation)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Steamtech/Automation Amulets make your neck look great! |
vitalizing copper amulet0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +37.00 HP.reg +2.00 Amulets make your neck look great! |
steel amulet 'Aryrathra'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str +3 Dex dps ---------- Dmg.mod +3% physical ----- def ----- Armour +4 Resists +12% temporal Pinning- +28% Knockbk- +23% ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
Blizzardvein the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +1 Wil dps ---------- Melee Ret 2 cold ----- def ----- Defense +6 (+2 eff.) Crit.chn- 15.00% ---------- misc See.Invis +3 Rings make your fingers look great! |
warrior's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +6 Resists +22% cold Rings make your fingers look great! |
Layera the ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +3 Dex dps ---------- Phys.crit +4.0% Spell.crit +2% Mind.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold Res.pen +15% mind ----- def ----- Defense +8 (+3 eff.) ---------- misc Psi/ret +0.12 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.5 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 121.55 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. |
ash starstaff 'Chillbrawn' (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Spell.crit +2% Mind.crit +2% Spell.pwr +6 (+2 eff.) Mind.pwr +20 (+8 eff.) Dmg.mod +15% temporal Res.pen +10% cold +5% mind +7% temporal ----- def ----- Resists +9% blight Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.12 Max.psi +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Blindsweep the elven-wood vilestaff (27-32 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 27.0 - 32.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +31 (+10 eff.) S.pwr/crit +8 Dmg.mod +27% acid +12% light +27% blight +6% cold +27% fire +27% darkness Res.pen +5% light Melee Ret 4 light 4 cold ---------- misc Light +3 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 42.37 to 50.85 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
Ivamira the Sootwisp (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 22.5 - 31.5 Physical Uses 102% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +8 blight +10 fire On Hit: * 20% chance to reduce damage dealt by 20% * 20% chance to reduce strength, dexterity, and constitution by 21 While equipped: dps ---------- Dmg.mod +18% darkness +12% blight Res.pen +5% darkness +15% fire Melee Ret 8 blight ----- def ----- Resists +6% darkness Sharp, long, and deadly. |
Rainradiance the dwarven-steel longsword (22-30 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 22.0 - 30.8 Physical Uses 102% Wil Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +20 cold While equipped: dps ---------- Dmg.mod +15% mind Res.pen +15% mind Acc +9 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Resists +12% mind +6% cold Disarm- +30% Sharp, long, and deadly. |
Eremilin the Dazzlereeve (28-39 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 28.5 - 39.9 Physical Uses 102% Wil Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 light While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% light ---------- misc Light +1 One-handed war axes. |
Samarion (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 19.5 - 27.3 Physical Uses 102% Wil Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Crit.mult +20.00% Mind.pwr +10 (+4 eff.) ----- def ----- Resists +5% arcane +3% physical Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +6.00 One-handed war axes. |
elemental dwarven-steel waraxe of phasing (22-30 power, 17 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 22.0 - 30.8 Physical Uses 102% Wil Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +4.5% Atk.spd 100% Phasing +12% On Hit: * Create an explosion dealing 69 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +11% cold Res.pen +19% cold One-handed war axes. |
dreamer's pulsing mindstar of flames (12-13 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 12.0 - 13.2 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 (+4 eff.) All.spd +6% Melee+ 4 fire Dmg.mod +13% fire Res.pen +13% fire ----- def ----- Resists +8% mind +9% fire Mind.save +4 (+2 eff.) ---------- misc Psi/turn +1.00 Max.psi +32.00 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. |
crackling steel steamsaw of torment (12-18 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego++] Arcane/Psionic/Steamtech Power 12.0 - 18.0 Phys.bleed Uses 102% Wil Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam When used to Attack: Melee+ +12 lightning While equipped: Stats +1 Dex dps ---------- Melee Ret 7 lightning ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +12% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
chilling dwarven-steel steamsaw of evisceration (20-30 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 20.0 - 30.0 Phys.bleed Uses 102% Wil Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +43 Melee+ +10 cold On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +10 (+4 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's dwarven-steel steamsaw (21-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 102% Wil Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +53 Uses 1.0 Steam While equipped: Stats +7 Str +5 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced stralite steamsaw of cold resistance (+15%) (33-49 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego] Master/Steamtech Power 33.0 - 49.5 Phys.bleed Uses 102% Wil Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +62 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +5 Defense +16 (+5 eff.) Fatigue +10% Resists +15% cold Disarm- +20% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
yew longbow 'Sparkraven'4.0 T3 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +20 lightning +11 fire On Crit.r2 +20 lightning While equipped: dps ---------- Dmg.mod +15% light +23% fire Res.pen +25% lightning +10% light ----- def ----- Resists +6% light Longbows are used to shoot arrows at your foes. |
Unlightream the steel steamgun4.0 T2 steamgun 1H weapon [Random Unique] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +12 (+4 eff.) Res.pen +7% all Acc +5 (+1 eff.) Apr +7 Melee Ret 4 light ----- def ----- Resists +6% light Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating stralite steamgun4.0 T4 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Steamgun Mastery 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 +12% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
high-capacity pouch of iron shots (40/40, 15-18 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 15.5 - 18.6 Physical Uses 121% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 40 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (21/21, 14-17 power, 1 apr)3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 121% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
Wind Worn Shot (25/25, 39-46 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 121% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
linen robe of blight (+12%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% blight ----- def ----- Resists +12% blight +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +7% all Max.HP +40.00 HP.reg +1.50 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayessra the Scabjam (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Mind.crit +3% Spell.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +8% acid +8% physical +7% temporal +7% fire +8% arcane +9% cold Res.pen +10% acid ----- def ----- Resists +14% acid +11% physical +10% fire +11% cold +6% nature +9% all Mind.save +16 (+8 eff.) ---------- misc Max.mana +13.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayoyatira the Filthbraid (3 def, 2 armour)2.0 T2 cloth armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +5 Wil dps ---------- Dmg.mod +25% darkness Melee Ret 2 nature ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +37% darkness +9% all Phys.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +13% temporal +17% physical +8% all Res.pen +5% temporal +8% physical ----- def ----- Resists +11% all Anom.red +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
fortifying iron mail armour of Eyal (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +63.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of mail. |
Cobraquarry1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% nature +3% mind ----- def ----- Fatigue -4% ---------- misc Max.enc +23 Psi/ret +0.04 Max.psi +30.00 A belt that goes around your waist. |
Holach the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +3% acid +3% mind Max.HP +32.00 Disease- +20% Teleport- +20% A belt that goes around your waist. |
kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
Poramida the Shadewar (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Dex +4 Mag +3 Cun dps ---------- Dmg.mod +6% darkness Acc +4 (+1 eff.) Apr +5 Melee Ret 8 darkness ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerovena (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Acc +10 (+2 eff.) Apr +4 ----- def ----- Armour +1 Resists +9% darkness Max.HP +20.00 Poison- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A pair of boots made of leather. |
pair of rough leather boots 'Salona' (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Armour +3 ---------- misc Max.stam +30.00 Infravis +2 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
undeterred pair of hardened leather boots of void walking (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +12% darkness +11% temporal ----- def ----- Armour +3 Resists +15% darkness +15% temporal Silence- +26% Confus- +26% Stun/Frz- +20% Def/telep +10 Res/telep +12% Dur/telep +18% A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Phys.save +7 (+2 eff.) ---------- misc Max.enc +30 Stam/turn +0.60 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 50 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Bogward (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning +9% fire Res.pen +10% nature Melee Ret 2 lightning ----- def ----- Armour +1 Resists +6% lightning +3% fire +12% nature Unarmed combat: Power 8.0 - 8.8 Physical Uses 41% Wil, 81% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Dex dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Acc +12 (+3 eff.) ----- def ----- Armour +2 ---------- misc Mana/turn +0.16 Unarmed combat: Power 17.0 - 18.7 Physical Uses 41% Wil, 81% Cun Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +9.0% Atk.spd 100% Melee+ +7 arcane On Hit: 10% Elemental Bolt 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of regeneration (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +3.80 ---------- misc Stam/turn +0.70 Psi/turn +0.19 Unarmed combat: Power 27.5 - 30.3 Physical Uses 41% Wil, 81% Cun Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Second Wind 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 7 fire Dmg.mod +4% fire Acc +12 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% fire Unarmed combat: Power 19.5 - 27.3 Physical Uses 41% Wil, 81% Cun Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +13.0% Atk.spd 83% On Crit.r2 +6 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Ameladas the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Dex +3 Wil +1 Cun dps ---------- Crit.mult +5.00% S.pwr/crit +2 Dmg.mod +11% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness Crit.chn- 15.00% A pointy cloth hat, very wizardly... |
Pureraptor the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold Crit.chn- 10.00% HP.reg +2.00 A hat made of leather. Very stylish. |
linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
rough leather hat (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
rough leather hat 'Chameneg' (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.pwr +15 (+5 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +3% darkness HP.reg +4.00 Confus- +10% A hat made of leather. Very stylish. |
Branostir the Glaretrail (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +1 Mag dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+4 eff.) ---------- misc Light +2 See.Invis +9 A cap made of leather. |
rough leather cap 'Thunderhunger' (5 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% physical +3% fire Res.pen +15% lightning Apr +1 ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +1% Resists +2% physical ---------- misc Infravis +1 A cap made of leather. |
Belagann the Radiancewither (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +9% temporal Res.pen +25% light +25% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +9% fire +11% cold ---------- misc Light +3 A hat made of leather. Very stylish. |
Arasenn the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Crit.chn- 10.00% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Morningdredge' (25 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +10.00% Res.pen +10% light ----- def ----- Armour +3 Defense +25 (+8 eff.) Fatigue +5% Resists +6% fire Phys.save +3 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
2 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. |
3 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
402 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
simple frost salve [power 14] simple frost salve [power 14]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 128% efficiency and 50% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 179] simple healing salve [power 179]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 128% efficiency and 50% cooldown modifier. Heal 179 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 292] powerful healing salve [power 292]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 128% efficiency and 50% cooldown modifier. Heal 292 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 202] potent pain suppressor salve [power 202]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 128% efficiency and 50% cooldown modifier. Let you fight up to -202 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Nerogalle the Shiverblast (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Cun +7 Con dps ---------- Apr +6 Melee Ret 6 cold ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +79 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Vorenor (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature Acc +5 (+1 eff.) Melee Ret 2 physical ----- def ----- Resists +9% fire +11% nature +3% mind Teleport- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
overpowered iron torque of gale force [power 145] (22 cooldown)2.0 T1 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 163 physical damage Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of stinging [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Saludawe the Skeleton Gunslinger level 22
14th Haze 122nd year of Ascendancy at 10:44 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Saludawe the Skeleton Gunslinger level 10
8th Mirth 122nd year of Ascendancy at 21:18 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Saludawe the Skeleton Gunslinger level 20
71st Dusk 122nd year of Ascendancy at 22:33 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Saludawe the Skeleton Gunslinger level 25
25th Haze 122nd year of Ascendancy at 09:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Saludawe the Skeleton Gunslinger level 8
6th Mirth 122nd year of Ascendancy at 09:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Saludawe the Skeleton Gunslinger level 15
28th Dusk 122nd year of Ascendancy at 08:05 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Saludawe the Skeleton Gunslinger level 24
24th Haze 122nd year of Ascendancy at 07:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Saludawe the Skeleton Gunslinger level 15
22nd Dusk 122nd year of Ascendancy at 12:13 see stats
Log
Ran for 5 turns (stop reason: hostile spotted to the south (thief)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (thief)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (thief)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (thief)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (thief)).
Saludawe uses Explosive Shell.
Saludawe's Explosive Shell performs a ranged critical strike against Thief!
Saludawe's tinker attains critical power!
Saludawe's Explosive Shell hits Thief for 314 physical, 505 physical (820 total damage).
Saludawe's Explosive Shell killed Thief!
Resting starts...
Talent Explosive Shell is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
Learnt new tinker schematic: Crystal Edge
You pickup 0.90 gold pieces.
You pickup 2.10 gold pieces.
There is a next level here (press '' or right click to use).
Lore found: Mightier than Gods: Yhurash
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 23 turns (stop reason: learnt lore).
Saludawe deactivates her cloak's restoration systems.


































































































































