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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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.
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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Items Vault 1.7.6Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 40 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Outpost Leader John at level 14 on the 39th Retaking 124th year of Ascendancy at 14:41 2 / 5Killed by Aerokira the squid at level 17 on the 5th Revenge 124th year of Ascendancy at 12:59 Killed by Yvugamira the ritch hive mother at level 19 on the 39th Revenge 124th year of Ascendancy at 15:17 Killed by Nektosh the One-Horned at level 26 on the 15th Pain 124th year of Ascendancy at 12:34 Killed by Siluwe the Guardian at level 29 on the 6th Dearth 124th year of Ascendancy at 16:50 |
Primary Stats
| Strength | 51 (base 38) |
| Dexterity | 79 (base 60) |
| Constitution | 17 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 72.4 (base 60) |
Resources
| Life | 906/906 |
| Steam | 100/100 |
| Healing Factor | 1.062941519274 |
| Regeneration | 7.7063260147366 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +55% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 9 |
| See Stealth | 15 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 57 |
| Crit Chance | 49% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 71 |
| Accuracy | 57 |
| Crit Chance | 49% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +12% |
| Acid | +6% |
| Light | +9% |
| Darkness | +13% |
| Cold | +8% |
| Physical | +18% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Physical | +21% |
| Lightning | +36% |
| Cold | +28% |
| All | +16% |
Defense: Base
| Armour (hardiness) | 22 (50%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 2 |
| Physical Save | 27 |
| Spell Save | 20 |
| Mental Save | 37 |
Defense: Resistances
| Lightning | + 27%( 70%) |
| Darkness | + 29%( 70%) |
| Cold | + 14%( 70%) |
| Blight | + 20%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 25%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 60% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 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 9.0 steam per turn. Can be activated for an instant burst of 45 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 131% efficiency and cooldown mod of 66%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 93% efficiency and cooldown mod of 80%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 32 steam. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Chant of Fortitude |
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of dwarven-steel boots of invasion (0 def, 5 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Res.pen +5% physical ----- def ----- Armour +5 Fatigue +3% ---------- misc Talents +3 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | barbed pouch of stralite shots of crippling (23/23, 51-61 power, 5 apr) 3.0 T4 shot ammo [Ego++] Master Power 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +20.5% Capacity 23 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 218 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. |
| Light source | Zanirab the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +7 Str +4 Dex +2 Wil +3 Con dps ---------- Dmg.mod +6% mind Melee Ret 2 mind ----- def ----- Resists +9% blight HP.reg +7.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather hat 'Betymivea' (0 def, 4 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +12 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% mind ----- def ----- Armour +4 Fatigue +3% Resists +8% blight Mind.save +9 (+4 eff.) ---------- misc Hate/m.crit +2.00 Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A hat made of leather. Very stylish. |
| On hands | voratun gauntlets 'Radiancereaper' (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +2 Con dps ---------- Crit.mult +15.00% Melee+ 14 cold Dmg.mod +18% physical +9% light +8% cold Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +5% Resists +10% cold ---------- misc Stam/turn +3.00 Talents +4 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | stralite torque of mindblast [power 355] (15 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 398 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +11% fire Acc +8 (+2 eff.) ----- def ----- Resists +22% fire Rings make your fingers look great! |
| On fingers | Elybeth0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +5 Dex +6 Cun dps ---------- Dmg.mod +13% darkness +6% acid ----- def ----- Resists +26% darkness +6% mind Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 See.Invis +6 Rings make your fingers look great! |
| Around neck | Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +16 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | stormbringer's stralite steamgun of piercing 4.0 T4 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +27 lightning +25 cold On Hit: * flashes light on your target dealing 94 damage Uses 2.0 Steam While equipped: dps ---------- Crit.mult +9.00% Mov.spd +30% Res.pen +20% lightning +12% cold +9% all Acc +11 (+3 eff.) Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt of recklessness 1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+2 eff.) ---------- misc Talents +4 Thunder Grenade A belt that goes around your waist. |
| In off hand | mighty stralite steamgun of life draining 4.0 T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +13 draining blight On Hit: * flashes light on your target dealing 94 damage Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Crit.mult +9.00% Phys.pwr +11 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | murderer's cashmere cloak of protection (3 def, 0 armour) 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +4 Dex dps ---------- Acc +3 (+1 eff.) Apr +6 ----- def ----- Defense +3 (+1 eff.) Resists +24% lightning Spell.save +9 (+4 eff.) Mind.save +8 (+4 eff.) Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour of Toknor (10 def, 10 armour) 9.0 T3 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +10 (+4 eff.) Fatigue +11% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 82% / cooldown 80%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 82% efficiency and cooldown mod of 80%. 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 duelist (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 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 |
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: Black Light Emitter0.1 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. |
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: 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: 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: Saw 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: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
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: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof 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. |
Rainriver0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +3 Wil +4 Con dps ---------- Res.pen +10% nature ----- def ----- Heal.mod +15% Cut- +50% ---------- misc Infravis +3 Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 206 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
insulating gold amulet of mastery (0.26 Steamtech / Elusiveness)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +14% fire +18% cold ---------- misc Masteries +0.26 Steamtech/Elusiveness Amulets make your neck look great! |
copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +9 ----- def ----- Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 138% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% light ----- def ----- Armour +6 Resists +24% light Rings make your fingers look great! |
gold ring of warding0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +16% acid +15% fire +16% lightning +15% cold Rings make your fingers look great! |
halfling cured leather sling of acid4.0 T2 sling 1H weapon [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 acid While equipped: dps ---------- Dmg.mod +10% acid +10% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
penetrating cured leather sling of piercing4.0 T2 sling 1H weapon [Ego++] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +5% all +8% physical Acc +5 (+1 eff.) Apr +6 Slings are used to hurl stones or metal shots at your foes. |
swiftstrike cured leather sling of cunning (+3)4.0 T2 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +3 Cun dps ---------- Phys.spd +10% Res.pen +6% physical Slings are used to hurl stones or metal shots at your foes. |
halfling hardened leather sling of cold4.0 T3 sling 1H weapon [Ego+] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +6 cold While equipped: dps ---------- Dmg.mod +10% cold +13% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling4.0 T3 sling 1H weapon [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
penetrating hardened leather sling of acid4.0 T3 sling 1H weapon [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 acid While equipped: dps ---------- Dmg.mod +11% acid Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Titan4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 175% Range +3 Proj.spd +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
Baliruivor the Chargequench4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Dex +5 Cun +6 Con dps ---------- Steampwr +11 (+3 eff.) Dmg.mod +12% lightning ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Infravis +3 See.Invis +6 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
caustic dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +10 acid +11 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +9% acid +10% nature Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of dwarven-steel shots of crippling (16/16, 40-49 power, 3 apr)3.0 T3 shot ammo [Ego++] Master Power 40.5 - 48.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +20.0% Capacity 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
pouch of stralite shots 'Squalorschism' (16/16, 41-49 power, 5 apr)3.0 T4 shot ammo [Rare] Psionic Power 41.0 - 49.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 16 Rld cld 6 Phasing +30% Ranged+ +20 fire +21 mind On Hit.r1 +20 fire On Hit: * 20% chance to slow global speed by 48% * 26% chance to reduce all saves and defense by 22 Shots are used with slings to pummel your foes to death. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Pressure-enhanced Slashproof Combat Suit (14 def, 12 armour)9.0 T3 light armor [Unique] Master/Steamtech While equipped: Stats +8 Dex ----- def ----- Armour +12 Defense +14 (+5 eff.) Crit.dmg- 7% When you take a hit of more than 10% of your total life the suit's motors activate for the next turn, displacing you before any blow could hit you. A simple leather armour of excellent facture that has been craftily enhanced with hidden miniature steam engines to enhance reflexes and provide safety features. |
Silirissra the Filthsin (12 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +15 Str +4 Dex +3 Cun +5 Con ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +10% physical +18% darkness +12% nature Crit.chn- 15.00% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Torchspike the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Dex +4 Wil +5 Cun dps ---------- Dmg.mod +18% light Res.pen +25% fire Melee Ret 6 light 10 darkness ----- def ----- Resists +9% fire Phys.save +15 (+8 eff.) Spell.save +14 (+7 eff.) Mind.save +15 (+6 eff.) A belt that goes around your waist. |
hardened leather belt of unlife1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
enveloping kruk cloak of battle (6 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue -3% Phys.save +5 (+3 eff.) A stylish kruk-style cloak, to look awesome. |
kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of strength (+5) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master While equipped: Stats +5 Str +4 Dex +3 Cun dps ---------- Phys.pwr +16 (+5 eff.) ----- def ----- Armour +3 Phys.save +10 (+5 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-9 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
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. |
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. |
2 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. |
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. |
8 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. |
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. |
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. |
5 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
7 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. |
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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire 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. |
91 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. |
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. |
powerful fungal web0.0 T3 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 75 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
potent moss tread0.0 T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +4 ---------- misc Talents +2 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
well-made flash powder0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
steel viral needlegun0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
stralite voltaic sentry0.0 T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +4 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
potent air recycler0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel mental stimulator0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun ----- def ----- Mind.save +9 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
well-made antimagic shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft corrosive shell0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Corrosive Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made saw shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groove0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 22] powerful fiery salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 66% cooldown modifier. Remove 2 magical effects and grants a fiery aura (22% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 22] powerful frost salve [power 22]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 66% cooldown modifier. Remove 2 physical effects and grants a frost aura (22% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 245] potent healing salve [power 245]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 66% cooldown modifier. Heal 245 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 263] powerful pain suppressor salve [power 263]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 131% efficiency and 66% cooldown modifier. Let you fight up to -263 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 59% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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 256/400 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. |
steel torque of gale force [power 165] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 195 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered stralite torque of clear mind [power 5] (33 cooldown)2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 33 cooldown Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
powerful ash totem of healing [power 176] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Ivisewen' [power 296] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +21% lightning +6% physical +6% temporal Phys.save +12 (+6 eff.) HP.reg +4.00 Confus- +20% Stun/Frz- +20% Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
evasive elven-wood totem of summon tentacle [power 295] (25 cooldown)2.0 T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 794 Base Damage: 315 Armor: 35 All Resist: 32 Puts all charms on 25 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending elven-wood wand of shielding [power 320] (20 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By SHARTICUS the Orc Gunslinger level 12
29th Retaking 124th year of Ascendancy at 18:18 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By SHARTICUS the Orc Gunslinger level 14
43rd Retaking 124th year of Ascendancy at 17:47 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By SHARTICUS the Orc Gunslinger level 32
40th Dearth 124th year of Ascendancy at 20:12 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By SHARTICUS the Orc Gunslinger level 10
16th Retaking 124th year of Ascendancy at 04:32 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By SHARTICUS the Orc Gunslinger level 20
45th Revenge 124th year of Ascendancy at 19:20 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By SHARTICUS the Orc Gunslinger level 30
28th Dearth 124th year of Ascendancy at 05:17 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By SHARTICUS the Orc Gunslinger level 40
23rd Destruction 124th year of Ascendancy at 17:31 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By SHARTICUS the Orc Gunslinger level 36
7th Loss 124th year of Ascendancy at 18:27 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By SHARTICUS the Orc Gunslinger level 36
17th Destruction 124th year of Ascendancy at 03:26 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By SHARTICUS the Orc Gunslinger level 27
6th Dearth 124th year of Ascendancy at 06:28 see stats
The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By SHARTICUS the Orc Gunslinger level 39
23rd Destruction 124th year of Ascendancy at 17:31 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By SHARTICUS the Orc Gunslinger level 22
6th Pain 124th year of Ascendancy at 20:26 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By SHARTICUS the Orc Gunslinger level 21
48th Revenge 124th year of Ascendancy at 00:47 see stats
Log
You collect a new ingredient: stack of herbs (sessali) (1).
You gain 2.00 gold from the melting of Bloomsoul (8-9 power, 13 apr, nature damage).
You collect a new ingredient: lump of dwarven steel (1).
You gain 8.84 gold from the melting of plaguebringer's dwarven-steel greatsword of shearing (34-54 power, 2 apr).
You collect a new ingredient: lump of stralite (1).
You gain 4.34 gold from the melting of thought-forged stralite greatmaul (58-86 power, 3 apr).
You collect a new ingredient: lump of stralite (1).
You gain 25.00 gold from the melting of Eilinyribeth (56-83 power, 3 apr).
You gain 7.01 gold from the melting of elven-wood starstaff of wizardry (25-30 power, 5 apr, temporal element).
You gain 6.67 gold from the melting of earthen elven-wood magestaff of channeling (25-30 power, 5 apr, arcane element).
You gain 25.00 gold from the melting of Ring of Lost Love.
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a Strange mechanical mole here (press '' or right click to use).
Today is the 24th Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Ran for 3 turns (stop reason: interesting terrain).
Saving done.
Today is the 25th Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:08.
Ran for 3 turns (stop reason: hostile spotted to the northwest (Anorithil patrol)).
Today is the 26th Destruction of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
There is a Strange mechanical mole here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Accepted quest 'Mole Down, Two To Go'! (Press 'j' to see the quest log)
SHARTICUS deactivates his cloak's restoration systems.






































































































































