















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items 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!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Yeek |
| Class | Sawbutcher |
| Level / Exp | 25 / 98% |
| Size | small |
| Lifes / Deaths | Killed by Ivewen the giant red ant at level 25 on the 41st Haze 122nd year of Ascendancy at 20:39 / 1 |
Primary Stats
| Strength | 64 (base 55) |
| Dexterity | 11 (base 10) |
| Constitution | 21 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 63 (base 51) |
Resources
| Life | -325/634 |
| Psi | 107/117 |
| Steam | 49/100 |
| Healing Factor | 1.194804467222 |
| Regeneration | 13.441550256247 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 4 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 43 |
| Crit Chance | 25% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 38 |
| Accuracy | 43 |
| Crit Chance | 24% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Blight | +18% |
| Physical | +5% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +5% |
| Mind | +35% |
| Blight | +5% |
| Physical | +10% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 51 (43.594633868923%) |
| Defense | 41 |
| Ranged Defense | 41 |
| Fatigue | 8.9238052216851 |
| Physical Save | 35 |
| Spell Save | 15 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Lightning | + 49%( 70%) |
| Darkness | + 37%( 70%) |
| Mind | + 24%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 31%( 70%) |
| Fire | + 26%( 70%) |
| All | + 22%( 70%) |
Defense: Immunities
| Silence Resistance | 42% |
| Bleed Resistance | 40% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Stun Resistance | 100% |
| Poison Resistance | 60% |
| Disarm Resistance | 100% |
Inscriptions (4/4)
| 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 7.5 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 59%. 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 133% efficiency and cooldown mod of 59%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. |
Class Talents
| Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 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 sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the repented thief from death by Ivewen the giant red ant. Escort: repented thief (level 1 of Old Forest) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of squid ink. * You've found the needed electric eel tail. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil ----- def ----- Armour +4 Fatigue +3% Silence- +22% Confus- +24% Stun/Frz- +20% ---------- misc Talents +3 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 | brass lantern 'Flarebender' =Crit10 / Life=2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Armour +8 Resists +3% mind Crit.chn- 10.00% Max.HP +41.00 Poison- +20% ---------- misc Light +4 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 | Quasit's Skull (0 def, 12 armour) =Stun30 / Con3=3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% ---------- misc Light +5 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | heroic dwarven-steel gauntlets of the nighthunter (0 def, 6 armour) =Life / Track=1.5 T2 hands armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +6 Fatigue +3% Resists +8% darkness Mind.save +5 (+3 eff.) Max.HP +40.00 Disarm- +80% ---------- misc Infravis +2 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Nerybeth the yew totem of healing [power 278] (12/15 cooldown) =Heal Lots=2.0 T3 totem charm [Rare] Nature While equipped: Stats +1 Dex +2 Wil dps ---------- Res.pen +25% mind Melee Ret 6 mind ---------- misc Infravis +2 See.Invis +12 Heal yourself and all friendly characters within 10 spaces for 278 Puts all charms on 15 cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's copper ring of life =Con5 / Life=0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +49.00 HP.reg +7.00 Heal.mod +10% Rings make your fingers look great! |
| On fingers | Shadowblur =Conf23=0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% blight Res.pen +5% blight Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Resists +6% darkness Mind.save +6 (+3 eff.) Confus- +23% Rings make your fingers look great! |
| Around neck | Urthodas =Stun20=0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% acid ----- def ----- Armour +8 Defense +5 (+2 eff.) Resists +11% lightning +9% acid Crit.chn- 5.00% Stun/Frz- +20% ---------- misc Light +1 Amulets make your neck look great! |
| In main hand | Thunderbender (15-22 power, 0 apr) =Wound / Crit=3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Melee+ +5 nature On Hit.r1 +12 blight On Crit.r2 +8 blight On Hit: * splashes acid on your target dealing 55 damage and reducing their armor On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +5 (+1 eff.) Melee+ 7 lightning Dmg.mod +3% lightning +9% blight Melee Ret 5 lightning ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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! |
| Around waist | Xitira the Hellprophet =Crit15/Life/Defense/Dis20=1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Defense +10 (+4 eff.) Resists +3% blight +6% fire Crit.chn- 15.00% Max.HP +39.00 Disarm- +20% ---------- misc Hate/m.crit +5.00 A belt that goes around your waist. |
| In off hand | iron steamsaw 'Arywe' (13-20 power, 0 apr) =Con2 / Defense=3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +9 Melee+ +6 nature On Hit: * splashes acid on your target dealing 55 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +3 Str +2 Con ----- def ----- Armour +2 Defense +17 (+6 eff.) Fatigue +4% ---------- misc Max.stam +10.00 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! |
| Cloak | Belann the Splendourgrit (1 def, 0 armour) =Mag4 / Will2 / Con1=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +2 Wil +2 Cun +1 Con dps ---------- Res.pen +5% light ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness +24% lightning Stun/Frz- +40% ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour) 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Send out a range 5 beam of kinetic energy, dealing 37.80 to 47.25 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
medical injector implant of the duelist (efficiency 88% / cooldown 52%)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 88% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 5)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 26 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 82; cd 12)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; physical; dur 3; cd 13)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook 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: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
3 schematic: Water 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. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Bethuda the Chargescar =***Dex4/Mag3/Con4/Cf20***=0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +3 Mag +3 Cun +4 Con dps ---------- Mov.spd +10% Melee Ret 4 lightning ----- def ----- Defense +5 (+2 eff.) Fatigue -5% Resists +12% mind +3% light HP.reg +5.00 Confus- +20% ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
copper amulet of constitution (+3) =Con3=0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
serendipitous gold amulet of vision =Blind13=0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +6 Lck dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Unseen.red 10% Blind- +13% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets make your neck look great! |
Khelurath the steel ring =***Mag5/Will5/Con5***=0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag +5 Wil +5 Con dps ---------- Phys.pwr +13 (+4 eff.) Spell.pwr +12 (+8 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +9% blight +9% temporal Rings make your fingers look great! |
copper ring of clarity =Conf21=0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
gold ring of misery =Misery=0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 14 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 24 On Hit (Ranged): * 11% chance to reduce all saves and defense by 24 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 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! |
pixie's copper ring =***Mag3***=0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+5 eff.) Rings make your fingers look great! |
psionicist's copper ring of darkness (+22%) =***Will3***=0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Mind.save +6 (+3 eff.) Rings make your fingers look great! |
steel ring 'Gemina' =***Dex9***=0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Dex +5 Cun +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+5 eff.) Mind.pwr +7 (+3 eff.) Acc +13 (+5 eff.) ----- def ----- Resists +2% physical Rings make your fingers look great! |
enhanced steel dagger (12-15 power, 6 apr) =Dex3/Mag3/Will4/Con4=1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Nature Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Str +3 Dex +3 Mag +4 Wil +5 Cun +4 Con Sharp, short and deadly. |
steel dagger 'Poloba' (10-13 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Arcane Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 light +8 mind Against +6% Undead On Crit.r2 +8 mind While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +3% light Spell.save +18 (+11 eff.) Mind.save +6 (+3 eff.) Sharp, short and deadly. |
Pusresolve (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 light Against +19% Undead On Crit.r2 +4 nature On Hit: * 20% chance to slow global speed by 50% * 25% chance for lightning to strike from the target to a second target dealing 19 damage While equipped: dps ---------- Dmg.mod +9% nature Acc +7 (+3 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +3% nature Disarm- +29% Massive two-handed mauls. |
balanced dwarven-steel greatsword of massacre (46-74 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 46.0 - 73.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +28% Massive two-handed swords. |
truestriking dwarven-steel greatsword of evisceration (38-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master Power 37.5 - 60.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 218 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Res.pen +10% physical Acc +14 (+5 eff.) Apr +10 Massive two-handed swords. |
truestriking stralite longsword (32-44 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +12 (+4 eff.) Apr +7 Sharp, long, and deadly. |
Emelinn the iron mace (12-18 power, 2 apr) =Respen / Life / Defense=3.0 T1 mace 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Res.pen +6% all Acc +6 (+2 eff.) Apr +7 ----- def ----- Defense +15 (+5 eff.) Resists +3% lightning Die.at -40.00 life Heal.mod +5% Blunt and deadly. |
harmonious thorny mindstar of storms (8-9 power, 24 apr, nature damage) =Mag4=3.0 T3 mindstar 1H weapon [Ego++] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +4 Mag +2 Wil +2 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 11 lightning Dmg.mod +7% lightning +3% nature Res.pen +6% lightning +4% nature ----- def ----- Resists +4% lightning +5% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.20 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. |
hardened leather sling of enduring =Will5 / Con8=4.0 T3 sling 1H weapon Reqs Dex 24 [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +8 Con +5 Wil ----- def ----- Max.HP +29.00 Slings are used to hurl stones or metal shots at your foes. |
chilling steel steamsaw (14-22 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Melee+ +8 cold Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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! |
reinforced steel steamsaw of crippling (16-24 power, 0 apr) =Cripple / Crit=3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +6.0% ----- def ----- Armour +5 Defense +4 (+2 eff.) Fatigue +6% ---------- 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! |
steel steamsaw 'Ashbreacher' (16-24 power, 0 apr) =Life=3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Power 16.0 - 24.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +11% arcane +15% cold Max.HP +40.00 ---------- 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! |
Brightblow =Will4 / Summon=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Dmg.mod +9% fire Against +17% Summoned ----- def ----- Resists +3% darkness +3% temporal D.Red.from +16% Summoned ---------- misc See.Invis +9 A belt that goes around your waist. |
Ce'Nakira the hardened leather belt =Conf20=1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +7 (+3 eff.) Acc +5 (+2 eff.) ----- def ----- Resists +6% acid +6% temporal +5% arcane Phys.save +8 (+4 eff.) HP.reg +4.00 Confus- +20% A belt that goes around your waist. |
Delorion the rough leather belt =Mag2 / Con2=1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Mag +1 Cun +2 Con dps ---------- Phys.pwr +2 (+0 eff.) On Hit (Melee): * 10% chance to reduce armor by 19% ----- def ----- Crit.chn- 15.00% Spell.save +7 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Mighty Girdle =Life=1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Morningclash the rough leather belt =Dex3=1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +3% light +18% acid Res.pen +10% acid +5% temporal ----- def ----- Stealth +5 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
spiritwalker's rough leather belt of burglary =***Mag4***=1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +4 Cun +5 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +8 Mana/turn +0.16 Max.mana +21.00 Infravis +4 A belt that goes around your waist. |
Issyhell the linen cloak (1 def, 0 armour) =Life=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +7 Cun dps ---------- Dmg.mod +6% acid Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Resists +12% acid Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (8 def, 0 armour) =Dex3=2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
linen cloak 'Glorygalle' (1 def, 0 armour) =***Conf10***=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.pwr +5 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Poison- +10% Disease- +20% Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) =ResAll=2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+5 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+7 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
dreamer's cashmere robe of protection (3 def, 4 armour) =Sleep=2.0 T3 cloth armor [Ego+] Master/Psionic While equipped: ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +13% darkness +15% mind +11% all Phys.save +31 (+12 eff.) Spell.save +11 (+8 eff.) Mind.save +26 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of the mind (+16%) (0 def, 0 armour) =Will5 / Mag5=2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +16% mind ----- def ----- Resists +16% mind +9% all ---------- misc Mana/turn +0.11 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +9% blight +13% all Max.HP +71.00 HP.reg +1.90 Heal.mod +11% Poison- +25% Disease- +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Delazilahir the Glintwyrd (20 def, 1 armour) =Defense=2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Res.pen +10% cold +5% physical Acc +10 (+4 eff.) ----- def ----- Armour +1 Defense +20 (+7 eff.) Resists +6% lightning +6% temporal +3% light A pair of boots made of leather. |
Eilinilaith the pair of iron boots (0 def, 3 armour) =Will5=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil +2 Cun +1 Con ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +3% fire +6% darkness Phys.save +10 (+5 eff.) Mind.save +11 (+6 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Giriath (0 def, 3 armour) =Con5 / Conf20 / Offense=2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +6% physical Res.pen +10% physical ----- def ----- Armour +3 Resists +3% temporal +9% light +6% darkness Confus- +20% ---------- misc Size +1 A pair of boots made of leather. |
pair of iron boots 'Emyyalle' (0 def, 3 armour) =Light2=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Max.hate +8.00 Light +2 See.Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) =Will4=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Toxinbraze (0 def, 1 armour) =Disarm22=1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Dmg.mod +3% nature Acc +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +22% ---------- misc Equi/ret +0.12 Psi/ret +0.08 Hate/m.crit +1.00 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. |
hardened leather gloves of spellstriking (0 def, 2 armour) =***Mag4***=1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +6 (+5 eff.) Melee+ 8 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +3% arcane 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. |
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 +12 (+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. |
steady dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +6 (+5 eff.) Melee+ 6 arcane Dmg.mod +5% arcane Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% 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. |
Haranarihek (0 def, 1 armour) =Mag4=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Mind.crit +1% Phys.pwr +10 (+3 eff.) Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% ---------- misc Stam/ret +0.90 Equi/ret +0.80 Light +1 Infravis +3 A hat made of leather. Very stylish. |
Korukalthodochak (0 def, 1 armour) =ResPen=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Phys.crit +3.0% Mind.pwr +4 (+2 eff.) Res.pen +20% physical Acc +15 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Porivea the iron helm (0 def, 3 armour) =Life=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Res.pen +5% physical Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +3% mind +6% cold Max.HP +60.00 Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Turirerig the rough leather cap (0 def, 1 armour) =Con3 / Light3=2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +1 Mag +3 Con dps ---------- Res.pen +10% arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% arcane +6% cold ---------- misc Light +3 See.Invis +3 A cap made of leather. |
catburglar's hardened leather cap of strength (+5) (0 def, 3 armour) =Dex6=2.0 T3 head armor [Ego+] Master While equipped: Stats +5 Str +6 Dex ----- def ----- Armour +3 Fatigue +3% Resists +13% darkness ---------- misc Infravis +4 A cap made of leather. |
rough leather hat 'Boridor' (0 def, 3 armour) =Crit15=2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +3% blight +3% cold Crit.chn- 15.00% Heal.mod +20% Pinning- +10% ---------- misc Infravis +2 A hat made of leather. Very stylish. |
rough leather hat 'Falylalehad' (0 def, 1 armour) =Water / Will4=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +2% ----- def ----- Armour +1 Fatigue +1% Resists +7% cold Mind.save +3 (+2 eff.) ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Breathe water A hat made of leather. Very stylish. |
fortifying dwarven-steel mail armour of lightning resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% lightning Max.HP +35.00 A suit of armour made of mail. |
Camorethel (6 def, 2 armour) =Dex3 / Con2=9.0 T1 light armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Mag +2 Wil +2 Con dps ---------- Mov.spd +20% Dmg.mod +6% acid ----- def ----- Armour +2 Defense +6 (+2 eff.) Fatigue +6% Crit.chn- 5.00% A suit of armour made of leather. |
exposing voratun shield of lightning resistance (+20%) (0 def, 10 armour, 190 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On Hit (Melee): * 8% chance to reduce all saves and defense by 24 On Melee Ret: * 13% chance to reduce all saves and defense by 24 ----- def ----- Armour +10 Fatigue +8% Resists +20% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
4 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. |
2 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of wreckage (dig speed 22 turns) =Wreckage=3.0 T3 digger tool [Ego+] Master While equipped: Stats +4 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë =Friends=2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 69/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Illusory Castle" =Not Read=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. |
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. |
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. |
Mardemahad the brass lantern =Dex2=2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Dmg.mod +3% acid ----- def ----- Resists +6% mind Phys.save +6 (+3 eff.) Heal.mod +13% ---------- misc Light +3 See.Invis +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. |
Splendourwreath =Will6 / Con5 / Crit15=1.0 T3 lite [Rare] Nature While equipped: Stats +2 Str +6 Wil +2 Cun +5 Con dps ---------- Melee Ret 4 light ----- def ----- Resists +8% blight Crit.chn- 15.00% HP.reg +7.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
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. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent fiery salve [power 14] potent fiery salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (14% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 188] potent healing salve [power 188]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 188 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 17] powerful fiery salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 143] simple healing salve [power 143]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 143 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. |
good focus lens0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +6 Sight +1 See.Stealth +10 See.Invis +10 Tinkers can be attached to normal items to improve them with steam power! |
Lustrepanic the elm totem of healing [power 110] (12/15 cooldown) =Life / Heal=2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Armour +4 Resists +6% light Die.at -40.00 life Max.HP +20.00 Def/telep +15 Res/telep +15% Dur/telep +15% 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. |
elm totem of summon tentacle 'Lightbone' [power 105] (12/25 cooldown) =Con3 / Light3=2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Str +3 Con dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 24 ----- def ----- Resists +6% light ---------- misc Light +3 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 213 Base Damage: 108 Armor: 8 All Resist: 3 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of stinging [power 122] (12/15 cooldown) =Sting=2.0 T1 totem charm [Ego+] Nature Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
powerful elm wand of clairvoyance [power 9] (12/15 cooldown) =***Clairvoyance***=2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 40 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
4 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 Debbie the Yeek Sawbutcher level 9
7th Mirth 122nd year of Ascendancy at 03:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Debbie the Yeek Sawbutcher level 25
41st Haze 122nd year of Ascendancy at 16:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Debbie the Yeek Sawbutcher level 10
2nd Flare 122nd year of Ascendancy at 17:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Debbie the Yeek Sawbutcher level 20
13rd Dusk 122nd year of Ascendancy at 05:38 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Debbie the Yeek Sawbutcher level 22
29th Dusk 122nd year of Ascendancy at 04:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Debbie the Yeek Sawbutcher level 10
2nd Flare 122nd year of Ascendancy at 17:50 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Debbie the Yeek Sawbutcher level 19
10th Dusk 122nd year of Ascendancy at 08:58 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Debbie the Yeek Sawbutcher level 22
16th Dusk 122nd year of Ascendancy at 15:39 see stats
Log
Debbie HEALS from darkness damage!
Ivewen the giant red ant hits Debbie for 8 mind, 13 darkness, 2 healing (22 total damage) [2 healing].
Debbie is not affected anymore by the salve.
Burning from Ivewen the giant red ant hits Debbie for 60 fire damage.
Bleeding from Ivewen the giant red ant hits Debbie for 40 physical damage.
Debbie activates Rocket Boots.
Debbie deactivates Saw Wheels.
Bleeding from Debbie hits Ivewen the giant red ant for 32 physical damage.
Burning from Debbie hits Ivewen the giant red ant for 30 fire damage.
Ivewen the giant red ant receives 36 healing from Unnatural Body.
Talent Tempest of Metal is ready to use.
Talent Spinal Break is ready to use.
Talent To The Arms is ready to use.
Burning from Ivewen the giant red ant hits Debbie for 60 fire damage.
Bleeding from Ivewen the giant red ant hits Debbie for 40 physical damage.
Ivewen the giant red ant's saw motors are back to normal.
Ivewen the giant red ant stops burning.
Bleeding from Debbie hits Ivewen the giant red ant for 32 physical damage.
Ivewen the giant red ant receives 23 healing from Unnatural Body.
Ivewen the giant red ant uses Panic.
Debbie is less vulnerable.
Debbie stops burning.
Talent Bloodstream is ready to use.
Bleeding from Ivewen the giant red ant hits Debbie for 40 physical damage.
Debbie the level 25 yeek sawbutcher was mutilated to death by Ivewen the giant red ant on level 1 of Old Forest.


























































































































