















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Items Vault 1.7.6Donators/Buyers bonus! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/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. Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!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 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Sawbutcher |
| Level / Exp | 18 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Ivina the gloomy poison ivy at level 18 on the 27th Dusk 122nd year of Ascendancy at 03:37 / 1 |
Primary Stats
| Strength | 62 (base 46) |
| Dexterity | 22 (base 10) |
| Constitution | 18 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 25 (base 10) |
| Cunning | 45 (base 36) |
Resources
| Life | -479/583 |
| Steam | 100/100 |
| Psi | 100/115 |
| Vim | 168/168 |
| Healing Factor | 1.0711363549268 |
| Regeneration | 2.4100567985852 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 15 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 49 |
| Crit Chance | 14% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 49 |
| Crit Chance | 14% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Temporal | +6% |
| Physical | +3% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 36 (50%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 27 |
| Physical Save | 24 |
| Spell Save | 12 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 3%( 70%) |
| All | 0%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 7%( 70%) |
| Darkness | + 15%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 21% |
| Bleed Resistance | 100% |
| Confusion Resistance | 65% |
| Fear Resistance | 100% |
| Stun Resistance | 75% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 43 steam. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 23 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| 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 96% efficiency and cooldown mod of 63%. Its effects scale with your Constitution stat. |
| 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 12.5 steam per turn. Can be activated for an instant burst of 62 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Curse of Defenselessness (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed green worm. * You've found the needed giant spider spinneret. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed bear paw. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed length of troll intestine. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | undeterred pair of iron boots of phasing (0 def, 3 armour) =Conf25 / Stun21 / Blink=3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +25% Stun/Frz- +21% ---------- misc Talents +1 Rocket Boots Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health =Light6 / Life=2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Isludama the rough leather cap (0 def, 1 armour) =Life=2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str dps ---------- Crit.mult +5.00% Spell.pwr +5 (+3 eff.) Acc +20 (+7 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane Die.at -40.00 life ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 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 171.4 Physical damage. If the attack hits, the target is confused (31% 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 cap made of leather. |
| On hands | Ce'Neth the Blizzardvortex (0 def, 11 armour) 1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Melee+ 5 temporal 5 physical Ranged+ 5 temporal Dmg.mod +6% temporal +3% physical +9% cold On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Armour +11 Resists +3% cold +7% temporal Mind.save +10 (+5 eff.) Max.HP +40.00 ---------- misc Talents +1 Project Saw 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. |
| Tool | iron pickaxe 'Emamirin' (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str +5 Dex +3 Con dps ---------- Crit.mult +10.00% Acc +5 (+2 eff.) ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Aeryriavea0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Wil dps ---------- Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +6% light HP.reg +2.00 Stun/Frz- +24% ---------- misc Max.hate +2.00 Rings make your fingers look great! |
| On fingers | treant's copper ring of misery0.1 T1 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 10 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 24 On Hit (Ranged): * 11% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% nature +6% blight Poison- +11% Disease- +10% ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| In main hand | dwarven-steel steamsaw of massacre (26-40 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Master/Steamtech Power 26.5 - 39.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Rope Belt of the Thaloren =Will8=1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Frostbite (18-27 power, 12 apr)3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 18.0 - 27.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +60 Dmg.conv 50% ice Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +7 (+4 eff.) Fatigue +9% Ice.pen +40% ---------- misc Talents +1 Block Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
| Cloak | Cloak of Deception 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Resists +18% lightning Stun/Frz- +30% A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Skin of Many (12 def, 7 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +7 Hardiness +20% Defense +12 (+6 eff.) Fatigue +12% Max.HP +40.00 Blind- +40% Confus- +40% ---------- 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. |
Inventory
medical injector implant (efficiency 80% / cooldown 55%)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 80% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 126% / cooldown 55%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 10)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 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 6)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 5.9 steam per turn. Can be activated for an instant burst of 29 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
shatter afflictions rune of the duelist (absorb 53; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 95; 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 95 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 44; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: 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. |
6 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. |
3 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: 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. |
Galarim =Con6 / Crit10=0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Con ----- def ----- Fatigue -5% Resists +3% lightning Crit.chn- 10.00% HP.reg +1.00 Pinning- +20% Amulets make your neck look great! |
Ulfedur the Bileknight0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Lck +3 Dex dps ---------- Dmg.mod +12% nature Res.pen +10% lightning Acc +10 (+4 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +6% nature Phys.save +13 (+6 eff.) Spell.save +13 (+10 eff.) Mind.save +12 (+6 eff.) Unseen.red 11% Amulets make your neck look great! |
grounding copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Heal.mod +11% Cut- +40% Stun/Frz- +24% Heal: Puts all charms on 35 cooldown Level 3.0 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 258 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
restful steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
copper ring 'Infernoborn'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% Phys.pwr +6 (+2 eff.) Spell.pwr +11 (+6 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +6% fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 14 ---------- misc Vim/s.crit +1.00 Rings make your fingers look great! |
copper ring 'Tundrawill'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +5% cold Acc +9 (+3 eff.) Apr +8 Melee Ret 2 lightning 6 cold ----- def ----- Defense +7 (+4 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 3 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 93% 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! |
copper ring 'Zeravor'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +3% acid +9% light +3% blight +5% arcane +6% lightning Mind.save +7 (+3 eff.) Confus- +21% Rings make your fingers look great! |
rogue's steel ring of darkness (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +4 (+2 eff.) Resists +22% darkness Rings make your fingers look great! |
wizard's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Spell.save +4 (+4 eff.) Rings make your fingers look great! |
Arivena the iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 10.5 - 13.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +6 nature While equipped: Stats +4 Dex dps ---------- Phys.crit +2.0% ----- def ----- Armour +8 Sharp, short and deadly. |
Corruptionarc the iron dagger (9-12 power, 5 apr) =Will7 / Con6=1.0 T1 dagger 1H weapon [Rare] Nature Power 9.0 - 11.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 nature While equipped: Stats +6 Con +7 Wil dps ---------- Dmg.mod +9% mind Res.pen +20% mind +15% fire ----- def ----- Resists +6% nature Max.HP +20.00 Sharp, short and deadly. |
iron greatmaul (18-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 17.5 - 26.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
iron mace 'Eclipsetooth' (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +3% darkness Res.pen +5% light On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Resists +9% lightning Blunt and deadly. |
vined mindstar 'Hysin' (6-7 power, 18 apr, nature damage) =Mag2=3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +6 Cun +2 Mag dps ---------- Mind.crit +2% Crit.mult +17.00% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature Res.pen +3% nature +5% temporal Melee Ret 4 temporal ----- def ----- Resists +3% nature Crit.chn- 5.00% ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Medurin =Dex1 / Will6 / Con5=4.0 T2 sling 1H weapon [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit.r1 +8 acid While equipped: Stats +1 Dex +6 Wil +5 Con dps ---------- Res.pen +5% acid +5% all Acc +7 (+3 eff.) Apr +6 ----- def ----- Resists +3% acid +6% fire +5% arcane Max.HP +12.00 Slings are used to hurl stones or metal shots at your foes. |
Brightraptor (16-24 power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Res.pen +15% light +15% physical ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Heathash1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% fire Res.pen +10% mind Melee Ret 2 cold ----- def ----- Max.HP +33.00 ---------- misc Equi/ret +0.12 Psi/ret +0.04 A belt that goes around your waist. |
rough leather belt 'Lavawrest' =Con1 / Crit10=1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +4 Cun +1 Con dps ---------- Melee Ret 4 fire ----- def ----- Resists +5% lightning +6% temporal +6% fire Crit.chn- 10.00% A belt that goes around your waist. |
rough leather belt 'Urusin' =Mag1 / Will2=1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Wil +1 Mag dps ---------- Crit.mult +15.00% Res.pen +10% blight ----- def ----- Defense +9 (+5 eff.) Stealth +6 ---------- misc Max.mana +20.00 A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 A belt that goes around your waist. |
Amarodig (7 def, 0 armour) =Dex5=2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +15 (+5 eff.) Melee Ret 6 physical ----- def ----- Defense +7 (+4 eff.) Phys.save +6 (+3 eff.) ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinodamira the linen cloak (1 def, 6 armour) =Con4 / Will4=2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Wil +4 Con dps ---------- Dmg.mod +3% mind ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Polerima (1 def, 0 armour) =Mag5 / Light3 / Crit10=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +5 Mag +2 Wil +2 Con ----- def ----- Defense +1 (+1 eff.) Crit.chn- 10.00% Spell.save +6 (+6 eff.) ---------- misc Max.mana +44.00 Light +3 Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Satyrblur the linen cloak (16 def, 0 armour) =Life / Stun10=2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +16 (+8 eff.) Resists +3% blight +2% physical +3% nature Max.HP +31.00 Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Charwing' (1 def, 0 armour) =Con4 / Will3 / Crit10=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +3 Wil +4 Con dps ---------- Dmg.mod +6% fire ----- def ----- Defense +1 (+1 eff.) Crit.chn- 10.00% Mind.save +5 (+2 eff.) ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Gorepyre' (1 def, 0 armour) =Life / Conf10=2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% mind +6% nature Max.HP +31.00 Heal.mod +15% Confus- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vestments of the Conclave (0 def, 0 armour) =Mag6=2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+8 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
dreamer's woollen robe of the mind (+24%) (0 def, 0 armour) =Sleep=2.0 T2 cloth armor [Ego+] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +11% darkness +24% mind +9% all Phys.save +11 (+5 eff.) Spell.save +11 (+9 eff.) Mind.save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xinn the pair of iron boots (0 def, 3 armour) =Will4=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +4 Wil dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Equi/ret +0.04 Max.hate +8.00 Max.psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Corruptionpunish' (0 def, 3 armour) =Con3=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Cun +3 Con dps ---------- Crit.mult +5.00% Acc +5 (+2 eff.) Melee Ret 4 nature ----- def ----- Armour +3 Fatigue +2% Phys.save +12 (+6 eff.) Mind.save +11 (+5 eff.) ---------- misc Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of tirelessness (0 def, 3 armour) =Conf21 / Stun22=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +21% Stun/Frz- +22% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shimmermortal (0 def, 7 armour) =Con1 / Light2=1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Con dps ---------- Mind.crit +3% Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +7 Fatigue +1% Resists +6% lightning ---------- misc Light +2 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. |
Wyrmbreath (0 def, 4 armour) =Will5=1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 185.22 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
rough leather gloves of dexterity (+3) (0 def, 1 armour) =Dex3=1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+4 eff.) ----- def ----- Armour +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. |
Bokyrach (0 def, 3 armour) =Will2=3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Mag +2 Wil +3 Cun dps ---------- Spell.pwr +5 (+3 eff.) Mind.pwr +3 (+2 eff.) S.pwr/crit +2 Dmg.mod +6% arcane Res.pen +10% mind ----- def ----- Armour +3 Fatigue +5% Resists +3% mind ---------- misc Mana/turn +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Freezegash the linen wizard hat (1 def, 0 armour) =Stun10=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Res.pen +5% cold ----- def ----- Defense +1 (+1 eff.) Resists +6% nature +3% lightning Mind.save +6 (+3 eff.) HP.reg +4.00 Stun/Frz- +10% A pointy cloth hat, very wizardly... |
Hotir the Gloomwrest (0 def, 3 armour) =Con2=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +12% darkness Res.pen +10% darkness Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +1% A hat made of leather. Very stylish. |
Uredar the rough leather hat (0 def, 1 armour) =Crit15=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness Crit.chn- 15.00% Spell.save +3 (+3 eff.) ---------- misc Vim/s.crit +2.00 A hat made of leather. Very stylish. |
iron helm 'Polemitira' (0 def, 3 armour) =Mag4=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con +4 Mag dps ---------- Crit.mult +5.00% ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+5 eff.) ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Freezemarrow' (1 def, 0 armour) =SeeInv=2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% arcane +6% cold Melee Ret 6 light 4 cold ----- def ----- Defense +1 (+1 eff.) Resists +3% cold ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 21% and attempts to push all creatures other than yourself out of its radius, inflicting 4.13 light damage and 4.13 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
rough leather hat 'Voruvea' (0 def, 5 armour) =Dex3=2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Phys.crit +4.0% Apr +4 ----- def ----- Armour +5 Fatigue +1% HP.reg +4.00 ---------- misc Max.stam +30.00 A hat made of leather. Very stylish. |
rough leather armour 'Betholrath' (3 def, 2 armour) =Dex7=9.0 T1 light armor [Rare] Psionic While equipped: Stats +7 Dex +1 Wil ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +6% mind Crit.chn- 15.00% Mind.save +12 (+6 eff.) ---------- misc Infravis +1 A suit of armour made of leather. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
58 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. |
Tooth of the Mouth (dig speed 12 turns) =DigSpeed=3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Emeliyana the brass lantern =Con2=2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Res.pen +5% physical Acc +5 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Stam/turn +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Lightningripper =Will3=2.0 T1 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% arcane Res.pen +5% lightning ----- def ----- Spell.save +3 (+3 eff.) ---------- misc Max.mana +20.00 Max.vim +20.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial =Light=1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Daybender'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +22% mind +18% light ----- def ----- Resists +3% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Emeloth'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con ----- def ----- Resists +9% nature +3% acid Phys.save +7 (+3 eff.) Spell.save +3 (+3 eff.) Heal.mod +12% ---------- misc Stam/turn +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of focus2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One =Will5 / Sleep=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw =Light1=2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 88.58 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
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. |
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. |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 96% efficiency and 63% cooldown modifier. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 128] simple healing salve [power 128]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 96% efficiency and 63% cooldown modifier. Heal 128 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes =Dex3 / Mag3 / Con3=0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
cleansing ash totem of stinging [power 170] (15 cooldown) =Sting=2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 170 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (15 cooldown) =Heal=2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Surgeon Generale the Skeleton Sawbutcher level 7
1st Mirth 122nd year of Ascendancy at 13:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Surgeon Generale the Skeleton Sawbutcher level 10
3rd Summertide 122nd year of Ascendancy at 11:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Surgeon Generale the Skeleton Sawbutcher level 7
9th Mirth 122nd year of Ascendancy at 08:38 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Surgeon Generale the Skeleton Sawbutcher level 15
12nd Dusk 122nd year of Ascendancy at 14:32 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Surgeon Generale the Skeleton Sawbutcher level 18
19th Dusk 122nd year of Ascendancy at 14:04 see stats
Log
Deformed black bear cover of leaves falls apart.
Deformed black bear stops burning.
Ivina the gloomy poison ivy is less vulnerable.
Ivina the gloomy poison ivy is fully armored again.
Ivina the gloomy poison ivy stops burning.
Salithra the deformed brown bear slows down.
Salithra the deformed brown bear stops burning.
Deformed brown bear speeds up.
Deformed brown bear stops burning.
Deformed wolf is less vulnerable.
Deformed wolf stops burning.
Gliyagama the gloomy giant venus flytrap cover of leaves falls apart.
Belemima the sick dire wolf speeds up.
Belemima the sick dire wolf stops burning.
Bleeding from Surgeon Generale hits Deformed brown bear for 4 physical damage.
Bleeding from Surgeon Generale hits Deformed wolf for 3 physical damage.
Bleeding from Surgeon Generale hits Belemima the sick dire wolf for 1 physical damage.
Bleeding from Surgeon Generale hits Salithra the deformed brown bear for 2 physical damage.
Thorn Grab from Ivina the gloomy poison ivy hits Surgeon Generale for 8 nature damage.
Agony from Gliyagama the gloomy giant venus flytrap hits Surgeon Generale for 28 mind damage.
Ivina the gloomy poison ivy uses Mind Sear.
Ivina the gloomy poison ivy hits Surgeon Generale for 159 mind damage.
Belemima the sick dire wolf shoves Bloated ooze aside.
Bloated ooze cover of leaves falls apart.
Bleeding from Surgeon Generale hits Deformed brown bear for 4 physical damage.
Bleeding from Surgeon Generale hits Deformed wolf for 3 physical damage.
Bleeding from Surgeon Generale hits Belemima the sick dire wolf for 1 physical damage.
Ivina the gloomy poison ivy uses Acid Splash.
Ivina the gloomy poison ivy hits Surgeon Generale for 97 acid damage.
Surgeon Generale the level 18 skeleton sawbutcher was corroded to death by Ivina the gloomy poison ivy on level 2 of Heart of the Gloom.
































































































