














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Archmage (Technomancer) |
| Level / Exp | 50 / 918% |
| Size | medium |
| Lifes / Deaths | Killed by Captured Yeti Behemoth at level 18 on the 3rd Revenge 124th year of Ascendancy at 10:03 0 / 8Killed by Poreleralaith the polar bear at level 27 on the 20th Revenge 124th year of Ascendancy at 06:26 Killed by Adudara the ogre guard at level 32 on the 43rd Revenge 124th year of Ascendancy at 05:09 Killed by High Sun Paladin Aeryn at level 37 on the 30th Pain 124th year of Ascendancy at 09:36 Killed by Sher'Tul High Priest at level 50 on the 10th Loss 124th year of Ascendancy at 11:10 Killed by Sher'Tul High Priest at level 50 on the 10th Loss 124th year of Ascendancy at 12:35 Killed by Sher'Tul High Priest at level 50 on the 10th Loss 124th year of Ascendancy at 14:16 Killed by Amakthel's Eye at level 50 on the 10th Loss 124th year of Ascendancy at 16:31 |
Primary Stats
| Strength | 33 (base 10) |
| Dexterity | 23 (base 10) |
| Constitution | 40 (base 29) |
| Magic | 82 (base 60) |
| Willpower | 88 (base 60) |
| Cunning | 90 (base 60) |
Resources
| Life | -415/944 |
| Mana | 68/910 |
| Steam | 90/100 |
| Positive | 177/197 |
| Healing Factor | 1.2222297605397 |
| Regeneration | 0.30555744013493 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| ESP Range | 20 |
| ESP Kinds | humanoid, animal/canine, giant |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 29 |
| Crit Chance | 38% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 79 |
| Crit Chance | 45% |
| Speed | 1 |
Offense: Mind
| Mindpower | 56 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +61% |
| Lightning | +55% |
| Fire | +86% |
| Temporal | +55% |
| Darkness | +57% |
| Arcane | +156% |
| Cold | +55% |
| All | +18% |
Offense: Damage Penetration
| Arcane | +22% |
| Fire | +22% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 32 (35.65183292883%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 1 |
| Physical Save | 39 |
| Spell Save | 38 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Arcane | + 64%( 70%) |
| Cold | + 43%( 70%) |
| All | + 43%( 70%) |
| Lightning | + 60%( 70%) |
| Physical | + 46%( 70%) |
| Darkness | + 53%( 70%) |
| Mind | + 57%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Disarm Resistance | 50% |
| Confusion Resistance | 26% |
| Knockback Resistance | 20% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
Inscriptions (4/4)
| 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 241% efficiency and cooldown mod of 61%. Its effects scale with your Willpower 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 112% efficiency and cooldown mod of 55%. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 394 damage for 6 turns. |
| 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 11.8 steam per turn. Can be activated for an instant burst of 59 steam. Its effects scale with your Strength stat. |
Class Talents
| Spell / Meta | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Occult technomancy | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Spell / Arcane | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.40 |
| 3/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 Erรบan 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. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
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. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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 |
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. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | 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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
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'Haรฏb 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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | 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 | Aetherwalk (6 def, 0 armour) 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+3 eff.) Fatigue +1% Resists +25% arcane Phys.save +12 (+4 eff.) Pinning- +20% Knockbk- +20% Teleport- +100% Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 222 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 23/24 A wispy purple aura surrounds these translucent black boots. |
| Light source | bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +48.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +25 (+12 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +7 A Helmet. But with steam power! |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 115 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| On fingers | warrior's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +10 (+3 eff.) Confus- +26% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Glorywe' 1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Cun +5 Con dps ---------- Phys.crit +2.0% Mind.pwr +8 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% acid Phys.save +7 (+2 eff.) Proj.slow +25% ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
| In main hand | dragonbone magestaff of breaching (30-36 power, 6 apr, arcane element) 5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% arcane Res.pen +15% arcane ---------- misc Mana/turn +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Steam Powered Gauntlets (0 def, 12 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% ---------- misc Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
| Main armor | Galen's Flowing Robe (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun dps ---------- Spell.crit +12% Spell.pwr +35 (+7 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Talents +5 Arcane Dynamo Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
| Cloak | Ethereal Embrace (10 def, 0 armour) 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+4 eff.) Resists +30% lightning +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% Stun/Frz- +50% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 2.8 Pwr.cost 28 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 355.00 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | Kilnbiter the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Wil dps ---------- Dmg.mod +31% fire +24% darkness +31% arcane Res.pen +15% fire On Hit (Melee): * 20% chance to reduce damage dealt by 27% ----- def ----- Resists +6% darkness +9% fire Amulets make your neck look great! |
Inventory
shielding rune of the psychic (absorb 643; dur 9; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 643 damage for 9 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
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. |
2 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. |
2 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: Botanical 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: Fatal Attractor0.1 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: 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: 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. |
4 schematic: Fungal Web0.1 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. |
4 schematic: Healing 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: 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: 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. |
2 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. |
5 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. |
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. |
2 schematic: Solid 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: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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: 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. |
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? |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) Dmg.mod +35% darkness ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
dragonbone starstaff 'Shinehunger' (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +39% light Res.pen +15% light +15% temporal Melee Ret 8 arcane On Hit (Melee): * 24% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +15 (+6 eff.) Resists +24% light +18% temporal ---------- misc Light +9 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 188.63 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Ramroller (44-66 power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 44.0 - 66.0 Phys.bleed Uses 100% Str Mastery Metaphasic Spin Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: dps ---------- Mov.spd +2% ----- def ----- Armour +19 Defense +14 (+6 eff.) ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 20.13 acid and 20.13 blight damage. If not cleared after five turns it will inflict 114.30 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Dreamweaver4.0 T4 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Psionic/Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +7% Steampwr +5 (+1 eff.) Mind.pwr +15 (+4 eff.) Throw the gun and cause it to explode, dealing by 328 mind damage (based on Cunning and Willpower) to all targets in an area, attempting to put them to sleep, and disarming yourself for 3 turns. Uses 20 power out of 20/20 This isn't so much a gun, as it is the idea of a gun. You'll be able to remember it pretty easily if you lose it. |
Scattermind (20/20, 17-20 power, 7 apr)3.0 T3 shot ammo Reqs Dex 24 [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. This item has been sent to the Item's Vault. |
shimmering elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +8% acid +18% physical +15% fire +27% arcane +15% cold ----- def ----- Resists +15% acid +10% physical +18% fire +15% cold +15% all ---------- misc Max.mana +27.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Massive armour training Str 48 [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+6 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+5 eff.) Mind.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 14 Armour, 20 Defense and your attacks will gain 27% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
The Black Plate (25 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training Str 48 [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Armour +35 Defense +25 (+9 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+5 eff.) Spell.save +25 (+9 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
fearforged voratun plate armour of thunder (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego++] Arcane While equipped: Stats +10 Str +8 Mag +9 Wil +9 Con dps ---------- Phys.crit +9.0% Spell.crit +10% Mind.crit +8% Phys.pwr +23 (+11 eff.) Spell.pwr +21 (+5 eff.) Mind.pwr +22 (+6 eff.) ----- def ----- Armour +16 Fatigue +34% Resists +18% lightning +13% fire -18% light +13% darkness Phys.save +9 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +10 (+3 eff.) A suit of armour made of metal plates. |
thick elven-silk cloak of protection (3 def, 9 armour)2.0 T5 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Defense +3 (+1 eff.) Resists +25% cold Spell.save +8 (+3 eff.) Mind.save +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polawyn the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Con dps ---------- Crit.mult +15.00% ----- def ----- Armour +3 Crit.chn- 15.00% ---------- misc Stam/turn +0.50 Max.stam +14.00 Light +3 A pair of boots made of leather. |
restorative pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +5 HP.reg +10.00 Heal.mod +20% A pair of boots made of leather. |
undeterred pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +5 Fatigue +4% Silence- +38% Confus- +37% Stun/Frz- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silyvea the Eclipsespike (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +6 Wil +2 Con dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% darkness +3% mind Res.pen +10% darkness ----- def ----- Armour +2 Phys.save +15 (+5 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +1 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +2 (+1 eff.) Shield.pwr +6% HP.reg +2.60 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 6.5 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
grounding drakeskin leather hat of absorption (0 def, 5 armour)2.0 T5 head armor [Ego] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +13% lightning +10% temporal ---------- misc Stam/ret +2.90 Equi/ret +2.50 A hat made of leather. Very stylish. |
rough leather cap of the depths (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A cap made of leather. |
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 (-5 eff.) Spell.pwr -10 (-2 eff.) Mind.pwr -10 (-4 eff.) ----- def ----- Defense -10 (-5 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. |
Offalraptor (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +9 Str +8 Dex +4 Mag +3 Con ----- def ----- Armour +3 Fatigue +3% Resists +20% nature ---------- misc Infravis +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 242.6 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
10 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. |
11 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. |
15 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
25 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. |
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 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
34 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. |
25 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. |
32 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. |
5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
2 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. |
5 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Ureslak's Focus0.0 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath 2 Item imbue powers: Stats +6 Mag +6 Con Phys.pwr +12 (+6 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
49 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. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
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. |
voratun grip0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +100% ---------- misc Talents +5 Iron Grip 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. |
powerful fiery salve [power 19] powerful fiery salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 55% cooldown modifier. Remove 2 magical effects and grants a fiery aura (19% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 25] amazing frost salve [power 25]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 55% cooldown modifier. Remove 3 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 313] amazing pain suppressor salve [power 313]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 55% cooldown modifier. Let you fight up to -313 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 19] powerful water salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 55% cooldown modifier. Remove 2 mental effects and grants a water aura (19% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Ragurachak the Earthrupture (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +6 Str +5 Wil dps ---------- Dmg.mod +6% acid +6% nature Res.pen +10% acid ----- def ----- Armour +4 Defense +6 (+3 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Yeti's Muscle Tissue (Mech)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Koretar the Orc Archmage level 16
47th Retaking 124th year of Ascendancy at 19:26 see stats
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Koretar the Orc Archmage level 12
22nd Retaking 124th year of Ascendancy at 05:36 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Koretar the Orc Archmage level 14
30th Retaking 124th year of Ascendancy at 23:23 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Koretar the Orc Archmage level 30
37th Revenge 124th year of Ascendancy at 16:28 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Koretar the Orc Archmage level 47
52nd Dearth 124th year of Ascendancy at 22:37 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Koretar the Orc Archmage level 10
16th Retaking 124th year of Ascendancy at 12:44 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Koretar the Orc Archmage level 20
7th Revenge 124th year of Ascendancy at 15:24 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Koretar the Orc Archmage level 30
37th Revenge 124th year of Ascendancy at 00:56 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Koretar the Orc Archmage level 40
2nd Dearth 124th year of Ascendancy at 14:56 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Koretar the Orc Archmage level 50
4th Loss 124th year of Ascendancy at 11:34 see stats
One Ill Turn Deserves Another (Nightmare (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Koretar the Orc Archmage level 50
5th Loss 124th year of Ascendancy at 03:20 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Koretar the Orc Archmage level 32
43rd Revenge 124th year of Ascendancy at 20:36 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Koretar the Orc Archmage level 43
31st Dearth 124th year of Ascendancy at 04:20 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Koretar the Orc Archmage level 27
21st Revenge 124th year of Ascendancy at 07:39 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 Koretar the Orc Archmage level 37
30th Pain 124th year of Ascendancy at 13:52 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Koretar the Orc Archmage level 47
52nd Dearth 124th year of Ascendancy at 20:50 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Koretar the Orc Archmage level 22
9th Revenge 124th year of Ascendancy at 20:47 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Koretar the Orc Archmage level 35
26th Pain 124th year of Ascendancy at 19:21 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Koretar the Orc Archmage level 17
2nd Revenge 124th year of Ascendancy at 09:56 see stats
True Savior (Nightmare (Adventure) difficulty)
Freed all the Orc Prides without killing a single mind-controlled orc.By Koretar the Orc Archmage level 32
43rd Revenge 124th year of Ascendancy at 20:36 see stats
Log
Sher'Tul High Priest casts Draining Assault.
Sher'Tul High Priest performs a melee critical strike against Arcane amplification drone!
Arcane amplification drone is disabled.
Arcane amplification drone is on fire!
Koretar is not affected anymore by the salve.
Talent Command Staff is ready to use.
Talent Disperse Magic is ready to use.
Mirror Image (Koretar) uses Taunt.
Sher'Tul High Priest hits Arcane amplification drone for 0 physical, 0 fire, 0 physical, 0 fire (0 total damage).
Eyed tentacle uses Mind Sear.
Eyed tentacle's mind surges with critical power!
Eyed tentacle hits Mirror Image (Koretar) for 1 mind damage.
Eyed tentacle hits Ghoul for 418 mind damage.
Eyed tentacle hits Spiked tentacle for 418 mind damage.
Lava floor hits Eyed tentacle for 24 fire damage.
Spiked tentacle uses Constrict.
Lava floor hits Spiked tentacle for 19 fire damage.
Lava floor hits Spiked tentacle for 32 fire damage.
Spiked tentacle hits Mirror Image (Koretar) for 1 physical damage.
Lava floor hits Spiked tentacle for 14 fire damage.
Lava floor hits Ghoul for 27 fire damage.
Spiked tentacle hits Mirror Image (Koretar) for 1 physical damage.
Amakthel's Eye spawns a tentacle near Koretar.
Amakthel's Eye summons a eyed tentacle...
Rime Wraith from Amakthel's Eye hits Koretar for 60 cold damage.
Ghoul receives 59 healing from Rime Wraith from Amakthel's Eye.
Rime Wraith from Amakthel's Eye hits Arcane amplification drone for 0 cold damage.
Koretar the level 50 orc archmage was frozen and shattered into a million little shards to death by Amakthel's Eye on level 5 of The Slumbering Caves.
Galen's Flowing Robe activates and teleports away all nearby creatures!
Galen's Flowing Robe activates and teleports away all nearby creatures!


























































































































































