Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
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 Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Orc |
Class | Sawbutcher |
Level / Exp | 30 / 6% |
Size | huge |
Lifes / Deaths | Killed by beam trap at level 30 on the 36th Pain 124th year of Ascendancy at 11:37 / 1 |
Primary Stats
Strength | 116 (base 28) |
Dexterity | 20 (base 11) |
Constitution | 87 (base 60) |
Magic | 21 (base 10) |
Willpower | 21 (base 10) |
Cunning | 64 (base 40) |
Resources
Life | -288/1095 |
Mana | 209/329 |
Steam | 23/100 |
Healing Factor | 1.4498704628102 |
Regeneration | 0.36246761570268 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 5 |
Offense: Mainhand
Damage | 157 |
Accuracy | 51 |
Crit Chance | 29% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 63 |
Accuracy | 51 |
Crit Chance | 26% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Light | +33% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Nature | +15% |
Acid | +28% |
Fire | +32% |
All | +7% |
Defense: Base
Armour (hardiness) | 102.08934837382 (81.151787968034%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 22 |
Mental Save | 24 |
Defense: Resistances
Lightning | + 21%( 70%) |
Acid | + 22%( 70%) |
Light | + 45%( 70%) |
Nature | + 27%( 70%) |
Cold | + 53%( 70%) |
Physical | + 15%( 70%) |
Fire | + 54%( 70%) |
All | + 14%( 70%) |
Defense: Immunities
Teleport Resistance | 10% |
Disarm Resistance | 100% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (5/5)
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 7.3 steam per turn. Can be activated for an instant burst of 36 steam. 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 156% efficiency and cooldown mod of 93%. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 475 life over 5 turns. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Automated butchery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Steamtech / Sawmaiming | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Brightstriker (0 def, 14 armour) Brightstriker (0 def, 14 armour) 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Crit.mult +5.00% ----- def ----- Armour +14 Resists +9% acid +15% light +7% fire +8% cold +8% lightning ---------- misc Max.stam +20.00 Talents +1 Rocket Boots A pair of boots made of leather. |
Light source | scorching brass lantern scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% 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. |
On head | Samahek the dwarven-steel helm (31 def, 10 armour) Samahek the dwarven-steel helm (31 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +10 Defense +31 (+10 eff.) Fatigue +4% Resists +12% cold +9% light +4% all Phys.save +8 (+2 eff.) Max.HP +40.00 Disarm- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Assassin's Surprise (0 def, 4 armour) Assassin's Surprise (0 def, 4 armour) 1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Disarm- +80% ---------- misc Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 16 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 48 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Tool | Korbek's Spyglass Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
On fingers | warrior's copper ring of luminosity warrior's copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Mag dps ---------- Melee+ 14 light Ranged+ 10 light Dmg.mod +11% light ----- def ----- Armour +6 Rings make your fingers look great! |
On fingers | rogue's steel ring rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
Around neck | Sunstone Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | Goridas the Pyrespitter (41-62 power, 1 apr) Goridas the Pyrespitter (41-62 power, 1 apr) 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Nature/Steamtech Power 41.0 - 61.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +6.0% Atk.spd 100% Block +106 On Crit.r2 +30 acid +25 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage * splashes acid on your target dealing 39 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +11 Str +8 Dex +8 Mag +10 Wil +8 Cun +6 Con dps ---------- Res.pen +21% acid +25% fire +8% nature Apr +11 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +1% physical ---------- misc Talents +3 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 | Band of Protection Band of Protection1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Generate a personal shield that absorbs up to 208 damage and damages attackers striking the wearer for 29 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
In off hand | Ce'Nyssra the dwarven-steel steamsaw (21-32 power, 0 apr) Ce'Nyssra the dwarven-steel steamsaw (21-32 power, 0 apr) 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 On Hit: * splashes acid on your target dealing 41 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +2 Mag ----- def ----- Armour +19 Defense +6 (+2 eff.) Fatigue +8% Resists +20% fire Teleport- +10% ---------- misc Infravis +3 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | Islatta the Glaregore (9 def, 8 armour) Islatta the Glaregore (9 def, 8 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light Acc +25 (+8 eff.) ----- def ----- Armour +8 Defense +9 (+3 eff.) Resists +15% cold +15% fire +15% nature +12% light Stealth +8 ---------- misc Stam/turn +2.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | impenetrable steel plate armour of resilience (0 def, 24 armour) impenetrable steel plate armour of resilience (0 def, 24 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego] Nature/Master While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +24 Fatigue +23% Max.HP +28.00 A suit of armour made of metal plates. |
Inventory
medical injector implant of the titan (efficiency 169% / cooldown 55%) medical injector implant of the titan (efficiency 169% / 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 169% efficiency and cooldown mod of 55%. 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 warrior (steam 11) steam generator implant of the warrior (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 87; cd 14) healing infusion of the duelist (heal 87; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 87 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 38%; magical; dur 2; cd 15) wild infusion of the warrior (res 38%; magical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 21%; magical; dur 2; cd 12) wild infusion of the wizard (res 21%; magical; dur 2; 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 cure yourself of one random magical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the titan (damage 267; dur 4; cd 16) biting gale rune of the titan (damage 267; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 267.40 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
shielding rune of the sneak (absorb 358; dur 3; cd 14) shielding rune of the sneak (absorb 358; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 358 damage for 3 turns. 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. |
schematic: Ablative Armour schematic: Ablative Armour0.1 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 Field 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: Focus Lens schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 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: Spike Attachment 2 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw 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. |
2 schematic: Waterproof Coating 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. |
clarifying steel amulet of mastery (0.12 Steamtech / Engineering) clarifying steel amulet of mastery (0.12 Steamtech / Engineering)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% mind Confus- +20% ---------- misc Masteries +0.12 Steamtech/Engineering Amulets make your neck look great! |
cleansing steel amulet cleansing steel amulet0.1 T2 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +13% nature +11% blight Poison- +20% Disease- +22% Amulets make your neck look great! |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
truestriking steel longsword of amnesia (16-23 power, 3 apr) truestriking steel longsword of amnesia (16-23 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Master/Psionic Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +7% physical Acc +9 (+3 eff.) Apr +7 Sharp, long, and deadly. |
Flashglory (8-9 power, 24 apr, mind damage) Flashglory (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature Power 8.0 - 8.8 Mind 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% On Hit.r1 +4 light +16 lightning On Crit.r2 +4 lightning While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) All.spd +5% Melee+ 12 fire Dmg.mod +12% fire +4% nature +3% light Res.pen +10% fire ----- def ----- Resists +2% blight +10% fire +12% lightning Phys.save +5 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+3 eff.) Disease- +17% ---------- misc Equi/ret +1.40 Talents +1 Attune Mindstar 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. |
Lustrenail the vined mindstar (8-9 power, 18 apr, nature damage) Lustrenail the vined mindstar (8-9 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +6.0% Atk.spd 100% Melee+ +20 light On Hit.r1 +16 light +8 physical While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +2.0% Mind.crit +2% Crit.mult +11.00% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +8 Resists +3% light ---------- misc Talents +1 Attune Mindstar 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. |
Vorynn (10-10 power, 24 apr, nature damage) Vorynn (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature Power 9.5 - 10.5 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 +1 Dex dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 4 lightning 13 physical 3 cold 4 acid 5 fire Dmg.mod +9% physical Res.pen +7% physical Apr +3 ----- def ----- Armour +4 Resists +6% lightning +15% physical +6% fire +8% cold +15% acid Max.HP +22.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar 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. |
absorbing thorny mindstar of gales (7-8 power, 24 apr, mind damage) absorbing thorny mindstar of gales (7-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Psionic Power 7.0 - 7.7 Mind 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: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +6% lightning +9% cold +7% physical ----- def ----- Defense +10 (+3 eff.) Resists +8% lightning +5% fire +7% cold Pinning- +20% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption 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. |
Staff of Bones (20-24 power, 4 apr, cold element) Staff of Bones (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Cold Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+10 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
cruel yew magestaff (20-24 power, 4 apr, arcane element) cruel yew magestaff (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +9 (+5 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew starstaff of greater warding (20-24 power, 4 apr, darkness element) earthen yew starstaff of greater warding (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% darkness ----- def ----- Armour +11 Hardiness +5% Defense +7 (+2 eff.) Phys.save +4 (+1 eff.) ---------- misc Wards +3 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashpoint Flashpoint4.0 T1 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 130% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Talosis' Counterpoint Talosis' Counterpoint4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
steady dwarven-steel steamgun of life draining steady dwarven-steel steamgun of life draining4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +7 draining blight Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Acc +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Obsidianpower Obsidianpower1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% nature +12% darkness Res.pen +10% darkness Melee Ret 8 darkness On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 48.65 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
mindwoven cashmere robe (0 def, 0 armour) mindwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +11% all Mind.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering silk robe (0 def, 0 armour) shimmering silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% arcane ----- def ----- Resists +13% all ---------- misc Max.mana +55.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of protection (4 def, 4 armour) silk robe of protection (4 def, 4 armour)2.0 T4 cloth armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +13% all Phys.save +21 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of darkness (+22%) (0 def, 0 armour) timebroken cashmere robe of darkness (+22%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +4 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +10% temporal +13% arcane +15% darkness ----- def ----- Resists +22% darkness +11% all ---------- misc Max.mana +32.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Tiderune' (0 def, 3 armour) pair of hardened leather boots 'Tiderune' (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +3% cold Res.pen +10% nature +15% cold On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Resists +8% lightning +6% temporal +15% cold A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of massiveness (0 def, 4 armour) traveler's pair of dwarven-steel boots of massiveness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Dmg.mod +5% physical ----- def ----- Armour +4 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots (0 def, 3 armour) traveler's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+1 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
cinder hardened leather gloves (0 def, 2 armour) cinder hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +5% fire ----- def ----- Armour +2 Resists +6% fire 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. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% 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. |
radiant hardened leather gloves (0 def, 2 armour) radiant hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 8 light Dmg.mod +3% light ----- def ----- Armour +2 Resists +6% light 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. |
Yeti Mind Controller (0 def, 3 armour) Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
dwarven-steel helm 'Belomina' (0 def, 8 armour) dwarven-steel helm 'Belomina' (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +8 Fatigue +4% Resists +9% light Phys.save +9 (+3 eff.) Mind.save +9 (+5 eff.) Poison- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
prismatic iron mail armour of temporal resistance (2 def, 4 armour) prismatic iron mail armour of temporal resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% temporal +11% light +10% darkness A suit of armour made of mail. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
enlightening dwarven-steel plate armour (0 def, 11 armour) enlightening dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +11 Fatigue +22% Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
iron plate armour of the deep (0 def, 8 armour) iron plate armour of the deep (0 def, 8 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Fatigue +22% Resists +5% acid +6% cold ---------- misc Breathe water A suit of armour made of metal plates. |
radiant steel plate armour (0 def, 9 armour) radiant steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +9 Fatigue +22% Resists +14% blight +12% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
agate 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. |
32 onyx 32 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. |
12 aquamarine 12 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. |
40 lapis lazuli 40 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal 13 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Velywen (dig speed 15 turns) Velywen (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Defense +6 (+2 eff.) Resists +5% arcane +8% physical +6% light +3% fire Knockbk- +20% Teleport- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
34 emerald 34 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Automated Portable Extractor 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. |
45 garnet 45 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) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful pain suppressor salve [power 197] powerful pain suppressor salve [power 197]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -197 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]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 (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 140] simple healing salve [power 140]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 140 Puts Talent Medical Injector on 15 cooldown Medical salve. |
pouch of steel shots of accuracy (11/14, 22-26 power, 2 apr) pouch of steel shots of accuracy (11/14, 22-26 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 21.5 - 25.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +2 Crit +4.5% Capacity 14 Shots are used with slings to pummel your foes to death. |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
Yeti's Psychoportation Beacon Yeti's Psychoportation Beacon0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
well-made flash powder well-made flash powder0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
12 amethyst 12 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. |
28 quartz 28 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 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. |
2 citrine 2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Saw 12 the Orc Sawbutcher level 13
19th Retaking 124th year of Ascendancy at 20:25 see stats
By Saw 12 the Orc Sawbutcher level 14
34th Retaking 124th year of Ascendancy at 19:33 see stats
By Saw 12 the Orc Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 00:38 see stats
By Saw 12 the Orc Sawbutcher level 20
21st Revenge 124th year of Ascendancy at 13:18 see stats
By Saw 12 the Orc Sawbutcher level 30
36th Pain 124th year of Ascendancy at 09:29 see stats
By Saw 12 the Orc Sawbutcher level 24
24th Revenge 124th year of Ascendancy at 19:25 see stats
By Saw 12 the Orc Sawbutcher level 21
21st Revenge 124th year of Ascendancy at 22:10 see stats
By Saw 12 the Orc Sawbutcher level 22
23rd Revenge 124th year of Ascendancy at 22:34 see stats
By Saw 12 the Orc Sawbutcher level 21
23rd Revenge 124th year of Ascendancy at 01:03 see stats
Log
Yvodhenor the whitehoof maulotaur's beam trap hits Saw 12 for 106 arcane damage.
Shadowy assassin uses Wrath of the Highborn.
Shadowy assassin radiates power.
Shadowy assassin misses Saw 12.
Shadowy assassin hits Saw 12 for 3 physical damage.
Melee retaliation hits Shadowy assassin for 9 physical, 5 fire (14 total damage).
Saw 12 is fully armored again.
The protective shield of Saw 12 disappears.
Saw 12 is not affected anymore by the salve.
Bleeding from Yvodhenor the whitehoof maulotaur hits Saw 12 for 23 physical damage.
Deep Wound from Yvodhenor the whitehoof maulotaur hits Saw 12 for 0 physical damage.
Saw 12 casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Yvodhenor the whitehoof maulotaur's Beyond the Flesh hits Saw 12 for 28 physical, 2 cold, 5 lightning, 17 physical (52 total damage).
Burning from Saw 12 hits Yvodhenor the whitehoof maulotaur for (22 flat reduction), 0 fire (0 total damage).
Melee retaliation hits Yvodhenor the whitehoof maulotaur for (3 to psi shield), (5 flat reduction), 0 physical, (5 flat reduction), 0 fire (0 total damage).
Saw 12 is dazed!
Yvodhenor the whitehoof maulotaur cleverly deflects the attack with his shield!
Yvodhenor the whitehoof maulotaur repels an attack from Saw 12.
Saw 12 misses Yvodhenor the whitehoof maulotaur.
Yvodhenor the whitehoof maulotaur uses Telekinetic Smash.
Saw 12 is not dazed anymore.
Saw 12 shrugs off the effect 'Stunned'!
Yvodhenor the whitehoof maulotaur hits Saw 12 for 4 physical, 0 lightning, 0 physical, 80 physical, 0 cold, 5 lightning, 17 physical (106 total damage).
Melee retaliation hits Yvodhenor the whitehoof maulotaur for (3 to psi shield), (5 flat reduction), 0 physical, (5 flat reduction), 0 fire, (3 to psi shield), (5 flat reduction), 0 physical, (5 flat reduction), 0 fire (0 total damage).
Saw 12 is dazed!
Saw 12 is not dazed anymore.
Yvodhenor the whitehoof maulotaur's beam trap hits Saw 12 for 141 arcane damage.
Saw 12 the level 30 orc sawbutcher was imploded to death by a Yvodhenor the whitehoof maulotaur's beam trap on level 2 of Krimbul Territory.