

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
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 | Nightmare Adventure |
| Sex | Male |
| Race | Thalore |
| Class | Sawbutcher |
| Level / Exp | 33 / 90% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Ghirel the Maniac at level 9 on the 4th Mirth 122nd year of Ascendancy at 20:15 0 / 7Killed by Grand Corruptor at level 28 on the 55th Pyre 123rd year of Ascendancy at 21:52 Killed by The Master at level 32 on the 66th Pyre 123rd year of Ascendancy at 12:40 Killed by Sleeping Belilaith at level 32 on the 66th Pyre 123rd year of Ascendancy at 16:38 Killed by Sleeping Belilaith at level 32 on the 66th Pyre 123rd year of Ascendancy at 19:55 Killed by Sleeping Belilaith at level 32 on the 66th Pyre 123rd year of Ascendancy at 21:53 Killed by orc master assassin at level 33 on the 6th Mirth 123rd year of Ascendancy at 11:14 |
Primary Stats
| Strength | 138 (base 47) |
| Dexterity | 15 (base 10) |
| Constitution | 80 (base 43) |
| Magic | 12 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 56 (base 51) |
Resources
| Life | -502/980 |
| Steam | 100/100 |
| Healing Factor | 1.4714608899377 |
| Regeneration | 14.122309458292 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 175 |
| Accuracy | 44 |
| Crit Chance | 34% |
| APR | 27 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 79 |
| Accuracy | 44 |
| Crit Chance | 18% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Light | +9% |
| Physical | +11% |
| Arcane | +12% |
| Mind | +18% |
| All | +6% |
Offense: Damage Penetration
| Darkness | +15% |
| Light | +5% |
| Fire | +5% |
| Physical | +40% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 77.08934837382 (81.151787968034%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 0 |
| Physical Save | 47 |
| Spell Save | 19 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 57%( 70%) |
| Cold | + 70%( 70%) |
| All | + 20%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 37%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 66%( 70%) |
| Mind | + 37%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 60% |
| Bleed Resistance | 70% |
| Confusion Resistance | 10% |
| Pinning Resistance | 20% |
| Stun Resistance | 30% |
| Poison Resistance | 70% |
| Knockback Resistance | 20% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 208% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 57%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 588% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Xeyarema the vampire. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Xeravea the dredge captain. Escort: lost defiler (level 5 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Aletta Soultorn. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by orc soldier. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (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 Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Poriretira the Obsidianstake (0 def, 10 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Crit.mult +15.00% Dmg.mod +12% darkness Res.pen +15% darkness +15% physical ----- def ----- Armour +10 Fatigue +3% Resists +7% acid +2% physical +10% cold +11% fire +10% lightning ---------- misc Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Furnaceradiance'2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +12% temporal Cut- +20% Stun/Frz- +10% ---------- misc Light +5 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 | Betabrewen (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Acc +4 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% * 10% chance to reduce armor by 29% ----- def ----- Armour +4 Fatigue +4% Resists +11% lightning +10% temporal +6% fire +9% mind +3% acid ---------- misc Light +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Icewilter (0 def, 9 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +9 Fatigue +3% Resists +3% darkness +12% cold Spell.save +9 (+5 eff.) Poison- +20% Disarm- +60% Knockbk- +20% ---------- misc Talents +1 Iron Grip Unarmed combat: Power 118% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +8 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | evasive dwarven-steel torque of psionic shield [power 69] (18/25 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's steel ring of warding0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Resists +11% acid +13% fire +14% lightning +12% cold Rings make your fingers look great! |
| On fingers | painweaver's gold ring of warding0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +13 (+6 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +6% all ----- def ----- Resists +12% acid +16% fire +13% lightning +10% cold Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | windwalling stralite steamsaw of massacre (65% power, 16 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +20.0% Atk.spd 100% Block +71 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% Resists +13% physical Shield.near.proj +50 Proj.slow +22% ---------- 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! |
| Around waist | Chalimnir the Mucusjustice 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+2 eff.) Melee Ret 10 nature ----- def ----- Resists +12% lightning +9% cold +6% light +12% mind Phys.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Manesalach (135% power, 6 apr) 3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 136% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +4.0% Atk.spd 100% Block +68 On Hit: * splashes acid on your target dealing 42 damage and reducing their armor On Crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 Uses 1.0 Steam While equipped: Stats +3 Mag dps ---------- Phys.pwr +20 (+4 eff.) Res.pen +25% physical ----- def ----- Armour +9 Defense +8 (+4 eff.) Fatigue +10% ---------- misc Max.stam +30.00 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! |
| Cloak | Eilinann the Glimmerwinter (1 def, 5 armour) 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +12% mind Res.pen +5% light ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +12% lightning +12% cold +6% light Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Bethyrithra' (0 def, 14 armour) 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Mag dps ---------- Spell.pwr +25 (+10 eff.) Dmg.mod +6% arcane Res.pen +10% mind ----- def ----- Armour +14 Fatigue +22% Resists +7% acid +8% physical +9% cold +7% lightning +7% fire HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% ---------- misc Mana/s.crit +1.00 Max.mana +20.00 Max.psi +30.00 Max.vim +50.00 A suit of armour made of metal plates. |
Inventory
healing infusion of the titan (heal 206; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 316; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 316 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 20%; mental; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 31; cd 12)0.1 rune scroll [Normal] 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 31 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. 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. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare 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. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
2 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 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. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 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. |
5 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force 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: 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. |
grounding gold amulet of perfection (0.23 Steamtech / Automated butchery,0.23 Steamtech / Physics)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +13% lightning Stun/Frz- +20% ---------- misc Masteries +0.23 Steamtech/Automated butchery +0.23 Steamtech/Physics Amulets make your neck look great! |
insulating steel amulet of willpower (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Issyrach the Winterstoker0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +6 Mag +5 Wil dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +12% mind +3% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Armour +8 Resists +6% cold HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
Beleroddatir the Mirepython (132% power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 While equipped: Stats +6 Wil dps ---------- Spell.pwr +20 (+8 eff.) Dmg.mod +15% nature Melee Ret 4 blight ----- def ----- Resists +6% nature ---------- misc Hate/m.crit +2.00 Max.psi +20.00 Max.vim +20.00 Blunt and deadly. |
Dedication (138% power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 138% Range: 1.4x Uses 20% Cun, 90% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
Shockpulverizer4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +4 lightning While equipped: Stats +5 Str +8 Dex +10 Mag +4 Wil +7 Cun +6 Con dps ---------- Dmg.mod +3% lightning Slings are used to hurl stones or metal shots at your foes. |
Frostbite (117% power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 117% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +60 Dmg.conv 50% ice Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +7 (+3 eff.) Fatigue +9% Ice.pen +40% ---------- misc Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
Tulyrohor (125% power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 125% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +47 On Hit: * 20% chance to slow global speed by 46% Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% physical Res.pen +7% all Acc +5 (+2 eff.) Apr +8 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +6% lightning +9% fire +9% blight ---------- 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! |
hateful stralite steamsaw (139% power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego] Psionic/Steamtech Power 139% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +64 Melee+ +8 darkness Against +9% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Islubeth1.0 T3 belt armor [Rare] Disrupt While equipped: dps ---------- Phys.pwr +30 (+6 eff.) Dmg.mod +6% acid Res.pen +25% physical ----- def ----- Armour +4 Resists +9% acid +9% blight ---------- misc Stam/turn +2.00 Max.stam +30.00 A belt that goes around your waist. |
hardened leather belt 'Aerudil'1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Resists +3% physical +8% fire +6% mind +8% cold Max.HP +100.00 HP.reg +2.00 Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+5 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 9% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (60 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (104 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 83% Melee+ +10 crippling poison Fire a poisonous bolt out to range 6 that deals 15 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 46 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+5 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Sleetimmortal the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +3 Fatigue +3% Resists +22% cold +3% fire +6% temporal ---------- misc Breathe water A hat made of leather. Very stylish. |
aegis cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Shield.pwr +8% HP.reg +1.90 A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +12 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +0.90 Mana/ret +1.20 Max.mana +64.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
duelist's hardened leather armour of acid resistance (11 def, 10 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex ----- def ----- Armour +10 Defense +11 (+5 eff.) Fatigue +8% Resists +20% acid A suit of armour made of leather. |
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. |
405 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. |
4 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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 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. |
12 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
Blindschism the voratun pickaxe (dig speed 14 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +11 Str dps ---------- Dmg.mod +9% acid Res.pen +25% light +15% acid Apr +12 On Hit (Melee): * 10% chance to reduce armor by 29% ----- def ----- Fatigue -6% ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 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 +87 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. |
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. |
8 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. |
alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +9% darkness Affinity +5% light ---------- misc Light +5 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 105.98 light damage. At talent level 3 you gain 19% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp of the sun1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +9% darkness Affinity +5% light ---------- misc Light +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 105.98 light damage. At talent level 3 you gain 19% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +46.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. This item has been sent to the Item's Vault. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful frost salve [power 33] powerful frost salve [power 33]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 208% efficiency and 59% cooldown modifier. Remove 2 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 449] powerful healing salve [power 449]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 208% efficiency and 59% cooldown modifier. Heal 449 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 33] powerful water salve [power 33]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 208% efficiency and 59% cooldown modifier. Remove 2 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Spider's Fangs (20/20, 124% power, 8 apr)3.0 T4 shot ammo Reqs Dex 24 [Unique] Nature/Steamtech Power 124% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Nature Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
steel torque of gale force 'Baralach' [power 160] (18/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +15 (+3 eff.) Dmg.mod +12% physical Res.pen +10% physical Acc +15 (+5 eff.) Apr +4 ----- def ----- Resists +6% temporal Phys.save +12 (+4 eff.) Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 178 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
Gorytorab [power 260] (18/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Con dps ---------- Phys.crit +1.0% Res.pen +25% blight +15% arcane Acc +10 (+4 eff.) ---------- misc Vim/s.crit +2.00 See.Invis +12 Fire a magical bolt dealing 276 cold damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
9 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. |
8 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. |
10 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
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Ghirel the Maniac the Thalore Sawbutcher level 33
69th Pyre 123rd year of Ascendancy at 06:37 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Ghirel the Maniac the Thalore Sawbutcher level 32
67th Pyre 123rd year of Ascendancy at 00:20 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Ghirel the Maniac the Thalore Sawbutcher level 19
43rd Haze 122nd year of Ascendancy at 09:20 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ghirel the Maniac the Thalore Sawbutcher level 15
44th Dusk 122nd year of Ascendancy at 15:48 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ghirel the Maniac the Thalore Sawbutcher level 20
49th Haze 122nd year of Ascendancy at 23:29 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ghirel the Maniac the Thalore Sawbutcher level 24
58th Haze 122nd year of Ascendancy at 02:33 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Ghirel the Maniac the Thalore Sawbutcher level 20
45th Haze 122nd year of Ascendancy at 06:29 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ghirel the Maniac the Thalore Sawbutcher level 25
61st Haze 122nd year of Ascendancy at 22:00 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ghirel the Maniac the Thalore Sawbutcher level 10
6th Mirth 122nd year of Ascendancy at 04:32 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ghirel the Maniac the Thalore Sawbutcher level 20
45th Haze 122nd year of Ascendancy at 02:58 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Ghirel the Maniac the Thalore Sawbutcher level 30
61st Pyre 123rd year of Ascendancy at 01:27 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Ghirel the Maniac the Thalore Sawbutcher level 25
45th Regrowth 123rd year of Ascendancy at 23:08 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Ghirel the Maniac the Thalore Sawbutcher level 29
59th Pyre 123rd year of Ascendancy at 07:57 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ghirel the Maniac the Thalore Sawbutcher level 21
52nd Haze 122nd year of Ascendancy at 23:45 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Ghirel the Maniac the Thalore Sawbutcher level 31
64th Pyre 123rd year of Ascendancy at 17:35 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ghirel the Maniac the Thalore Sawbutcher level 9
5th Mirth 122nd year of Ascendancy at 00:05 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ghirel the Maniac the Thalore Sawbutcher level 11
3rd Summertide 122nd year of Ascendancy at 04:03 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Ghirel the Maniac the Thalore Sawbutcher level 26
43rd Pyre 123rd year of Ascendancy at 01:52 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ghirel the Maniac the Thalore Sawbutcher level 18
34th Haze 122nd year of Ascendancy at 11:18 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ghirel the Maniac the Thalore Sawbutcher level 32
66th Pyre 123rd year of Ascendancy at 13:57 see stats
Log
Orc soldier starts to bleed.
Orc soldier is on fire!
Orc soldier slows down.
You collect a new ingredient: orc heart (1).
Ghirel the Maniac HEALS from acid damage!
Melee retaliation hits Ghirel the Maniac for 0 acid, 2 healing, 2 temporal, 3 fire, 5 acid, 2 healing, 2 temporal, 3 fire (16 total damage) [4 healing].
Tempest of Metal hits Fiery orc wyrmic for 28 physical, 5 fire, 3 physical, 13 physical, 5 fire, 3 physical, 19 acid (78 total damage).
Tempest of Metal hits Orc soldier for 41 physical, 9 fire, 3 physical, 17 physical, 9 fire, 3 physical (83 total damage).
Tempest of Metal hits Orc master assassin for 36 physical, 5 fire, 3 physical, 14 physical, 5 fire, 3 physical (67 total damage).
Tempest of Metal hits Orc soldier for 36 physical, 8 fire, 3 physical, 15 physical, 8 fire, 3 physical (74 total damage).
Ghirel the Maniac hits Orc soldier for 109 physical, 8 fire, 3 physical, 45 physical, 8 fire (174 total damage).
Ghirel the Maniac's Dig is disrupted by his wounds!
Ghirel the Maniac killed Orc soldier!
Melee retaliation hits Xerossra the rattlesnake for 5 nature, 5 nature (9 total damage).
Xerossra the rattlesnake hits Ghirel the Maniac for 28 physical, 13 physical, 0 cold, 3 lightning (44 total damage).
Orc master assassin uses Pride of the Orcs.
Orc master assassin stops bleeding.
Talent Implant: Medical Injector is ready to use.
Ghirel the Maniac HEALS from nature damage!
Orc master assassin receives 148 healing from Pride of the Orcs.
Deadly Poison from Orc master assassin hits Ghirel the Maniac for 30 nature, 8 healing (30 total damage) [8 healing].
Bleeding from Xerossra the rattlesnake hits Ghirel the Maniac for 0 physical damage.
Orc master assassin uses Venomous Strike.
Ghirel the Maniac resists the vile poison!
Orc master assassin roars triumphantly.
Ghirel the Maniac HEALS from nature damage!
Ghirel the Maniac HEALS from acid damage!
Orc master assassin hits Ghirel the Maniac for 48 nature, 13 healing, 5 blight, 5 light, 7 acid, 3 healing, 4 fire, 0 nature, 7 healing, 7 acid, 3 healing, 4 fire, 109 nature (190 total damage) [25 healing].
Melee retaliation hits Orc master assassin for 5 nature, 5 nature (11 total damage).
Ghirel the Maniac the level 33 thalore sawbutcher was slimed to death by an orc master assassin on level 2 of Lost Dwarven Kingdom of Reknor.









































































































