











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
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:
Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Bulwark |
| Level / Exp | 39 / 15% |
| Size | medium |
| Lifes / Deaths | Killed by naga myrmidon at level 15 on the 43rd Revenge 124th year of Ascendancy at 12:00 0 / 8Killed by worm that walks at level 16 on the 44th Revenge 124th year of Ascendancy at 03:02 Killed by Meion the shalore at level 30 on the 8th Dearth 124th year of Ascendancy at 07:52 Killed by orc corruptor (subdued) at level 34 on the 48th Dearth 124th year of Ascendancy at 05:49 Killed by Ureslak the Eternal at level 39 on the 23rd Loss 124th year of Ascendancy at 19:28 Killed by Ureslak the Eternal at level 39 on the 23rd Loss 124th year of Ascendancy at 22:46 Killed by Ureslak the Eternal at level 39 on the 24th Loss 124th year of Ascendancy at 01:31 Killed by Fularak at level 39 on the 24th Loss 124th year of Ascendancy at 01:36 |
Primary Stats
| Strength | 86 (base 60) |
| Dexterity | 55 (base 44) |
| Constitution | 44 (base 28) |
| Magic | 25 (base 10) |
| Willpower | 36 (base 10) |
| Cunning | 48 (base 34) |
Resources
| Life | 1484/1484 |
| Steam | 100/100 |
| Stamina | 330/330 |
| Equilibrium | 0 |
| Healing Factor | 1.3955007465519 |
| Regeneration | 14.303882652157 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 32.989687335918 |
| See Invisible | 32.989687335918 |
Offense: Mainhand
| Damage | 129 |
| Accuracy | 54 |
| Crit Chance | 44% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Nature | +6% |
| Darkness | +12% |
| Fire | +18% |
| Cold | +5% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Physical | +10% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 50.511077022655 (89.749889547741%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 18 |
| Physical Save | 55 |
| Spell Save | 25 |
| Mental Save | 29 |
Defense: Resistances
| Cold | + 65%( 70%) |
| Acid | + 27%( 70%) |
| Light | + 16%( 70%) |
| Nature | + 26%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 41%( 70%) |
| Fire | + 24%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 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 ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | 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'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of hardened leather boots 'Purequeller' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +6% nature Ignore Armor +2 When Hit 6 nature defense ------ Armor +3 Resistance +21% acid other ------- Stamina/turn +0.70 Max stamina +51.00 A pair of boots made of leather. |
| Light source | preserving dwarven lantern of health1.0 Encumbrance T5 lite [Ego+] Nature While equipped: Stats +3 Con defense ------ Resistance +11% blight Life +64.00 Life Regen +10.00 other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | hardened leather cap 'Lavaslicer' (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +6 Cun +3 Con offense ------ Physical Power +5 (+2 eff.) Damage +3% darkness +6% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +3 Fatigue +3% Resistance +9% light +15% fire Mind save +9 (+4 eff.) A cap made of leather. |
| On hands | polar voratun gauntlets of war-making (0 def, 3 armour) 1.5 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +11.0% Spell Crit +18% Mind Crit +7% Critical power +10.00% On-Hit 8 cold Damage +5% cold defense ------ Armor +3 Fatigue +5% Resistance +7% cold other ------- Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Salyma the stralite torque of mindblast [power 295] (3/13 cooldown)2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore Armor +2 defense ------ Defense +15 (+5 eff.) other ------- Light +3 Blast the opponent's mind dealing 295 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +7 defense ------ Defense +8 (+3 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | gold amulet 'Eclipselash'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +9 Str +3 Dex offense ------ Critical power +20.00% Physical Power +15 (+4 eff.) Damage +9% darkness +12% fire Ignore resists +10% darkness Amulets make your neck look great! |
| In main hand | Stormstun (149% power, 6 apr) 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Master Weapon Damage 149% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * splashes acid on your target dealing 44 damage and reducing their armor On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str +5 Dex +6 Mag +3 Wil offense ------ Physical Crit +15.0% Damage +12% lightning Ignore resists +15% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Crit Resistance 10.00% One-handed war axes. |
| Around waist | Girdle of the Calm Waters 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Fatigue -20% Resistance +20% blight +20% cold +20% nature Healmod +15% other ------- Encumbrance +50 A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Uludunachak the Abyssswift (0 def, 6 armour, 138% power, 80.5 block)7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 139% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On-hit +8 mind +12 fire On-Hit, radius 1 +4 mind While equipped: Stats +3 Cun +6 Wil offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Armor +6 Fatigue +8% Resistance +3% fire +22% cold other ------- Max hate +4.00 Max psi +20.00 Talents +1 Block Handheld deflection devices. |
| Cloak | Liquid Metal Cloak (20 def, 10 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+7 eff.) Resistance +15% physical Physical save +40 (+11 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 1.2 Power cost 51 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 33 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
| Main armor | Dairovon the dwarven-steel plate armour (0 def, 11 armour) 17.0 Encumbrance T3 massive armor [Rare] Master While equipped: Stats +6 Str +6 Dex +9 Mag +13 Wil +6 Cun +6 Con offense ------ Physical Power +15 (+4 eff.) Ignore resists +10% physical defense ------ Armor +11 Fatigue +22% Resistance +8% physical Crit Resistance 10.00% Physical save +16 (+5 eff.) other ------- Stamina/turn +3.00 A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 123; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 123 then cleanse 1 wound, poison, and disease effect. 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. |
regeneration infusion of the duelist (heal 286; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. 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. |
schematic: Acid Groove0.1 Encumbrance 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: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 Encumbrance 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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance 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: Focus Lens0.1 Encumbrance 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 Encumbrance 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: Lightning Coil0.1 Encumbrance 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: Mental Stimulator0.1 Encumbrance 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 Encumbrance 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: Poison Groove0.1 Encumbrance 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: Rocket Boots0.1 Encumbrance 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 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 Encumbrance 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 Encumbrance 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 Encumbrance 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. |
copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
warrior's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Champion's Will (179% power, 22 apr)3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 179% Range: 1.0x-1.6x Uses 20% Con, 115% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 22 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 26 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
elven-wood longbow of enduring4.0 Encumbrance T4 longbow 2H weapon [Ego+] Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +9 Con +11 Wil defense ------ Life +38.00 Longbows are used to shoot arrows at your foes. |
iron longsword (101% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
iron longsword of daylight (103% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +6 light Damage Against +7% Undead Sharp, long, and deadly. |
steel longsword 'Bleakkarma' (105% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Arcane Weapon Damage 106% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +20 darkness +9 temporal While equipped: defense ------ Armor +4 Resistance +9% darkness +9% temporal Life Regen +4.00 Cut Resist +20% Sharp, long, and deadly. |
steel longsword of vileness (110% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 13 Sharp, long, and deadly. |
arcing steel mace of massacre (121% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage Blunt and deadly. |
Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+2 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
enhanced steel steamgun4.0 Encumbrance T2 steamgun 1H weapon [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +3 Str +4 Dex +4 Mag +4 Wil +5 Cun +4 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing iron waraxe of vileness (104% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego] Arcane Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +6 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 13 * 25% chance for lightning to strike from the target to a second target dealing 34 damage One-handed war axes. |
blazebringer's stralite waraxe of ruin (139% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-crit, radius 2 +33 fire While equipped: offense ------ Physical Crit +11.0% Critical power +19.00% Global Speed +5% Ignore resists +13% fire Ignore Armor +9 One-handed war axes. |
stralite waraxe of rage (135% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Master Weapon Damage 136% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +4 Str offense ------ Damage +8% physical Accuracy +7 (+2 eff.) One-handed war axes. |
noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +15% cold Physical save +10 (+4 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
timebroken Rags of the Sanctuary of darkness (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +0 Str +0 Dex +3 Mag +3 Wil +0 Cun +0 Con offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) Damage +6% temporal +8% arcane +11% darkness defense ------ Resistance +16% darkness +7% all other ------- Max mana +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +3 (+1 eff.) Ignore Armor +4 defense ------ Armor +1 A pair of boots made of leather. |
grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Fatigue +3% Resistance +7% lightning +5% temporal other ------- Stamina/turn +0.40 Max stamina +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Issidunasta' (0 def, 9 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +9% physical Ignore resists +15% mind Ignore Armor +2 On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Armor +9 Fatigue +3% other ------- Max stamina +30.00 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Glorolle' (5 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Dex +3 Cun +3 Con offense ------ Accuracy +20 (+6 eff.) Ignore Armor +1 defense ------ Armor +3 Defense +5 (+2 eff.) Physical save +9 (+3 eff.) Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Normal] While equipped: defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cobrahacker (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Damage +12% lightning +9% nature Ignore resists +25% nature When Hit 2 nature defense ------ Armor +2 Fatigue +3% Life Regen +3.10 other ------- Stamina/turn +0.60 Psi/turn +0.13 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. |
psychic's dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Psionic While equipped: offense ------ On-Hit 6 mind Damage +5% mind defense ------ Armor +2 Fatigue +3% Resistance +5% mind 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. |
psychic's dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ On-Hit 5 mind Damage +3% arcane +4% mind defense ------ Armor +2 Fatigue +3% Resistance +5% mind 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. |
rough leather gloves of butchering (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+2 eff.) Ignore Armor +6 defense ------ Armor +1 Resistance +5% blight Spell save +9 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-7 eff.) Mindpower -10 (-5 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Visage of Nektosh (4 def, 8 armour)3.0 Encumbrance T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ On-Hit 15 phys.bleed defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +6% Resistance +10% darkness other ------- Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour of resilience (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Life +21.00 A suit of armour made of mail. |
rough leather armour of the deep (3 def, 3 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% acid +6% cold other ------- Breathe water A suit of armour made of leather. |
Therapeutic Platemail (4 def, 10 armour)12.0 Encumbrance T2 massive armor [Unique] Master/Steamtech While equipped: Stats +0 Str +3 Dex +0 Mag +0 Wil +0 Cun +3 Con offense ------ Steampower +10 (+5 eff.) defense ------ Armor +10 Defense +4 (+2 eff.) Fatigue +22% Resistance +15% cold +10% fire Healmod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 11 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
dwarven-steel plate armour of the deep (0 def, 14 armour)17.0 Encumbrance T3 massive armor [Ego+] Nature While equipped: defense ------ Armor +14 Fatigue +22% Resistance +6% acid +7% cold other ------- Breathe water A suit of armour made of metal plates. |
Eiliniwe the Oozeransom (0 def, 6 armour, 139% power, 80 block)7.0 Encumbrance T3 shield armor [Rare] Nature When used to Attack: Weapon Damage 139% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +80 On-hit +12 nature On Hit: * 14% chance to reduce armor by 23% While equipped: offense ------ On-Hit 7 acid Damage +3% nature +6% darkness When Hit 4 acid 2 darkness defense ------ Armor +6 Fatigue +8% Resistance +3% mind +9% nature other ------- Talents +1 Block Handheld deflection devices. |
shocking steel shield of lightning resistance (+16%) (0 def, 4 armour, 114% power, 41 block)7.0 Encumbrance T2 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 114% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +41 While equipped: offense ------ On-Hit 5 lightning When Hit 3 lightning defense ------ Armor +4 Fatigue +8% Resistance +16% lightning other ------- Talents +1 Block Handheld deflection devices. |
agate0.0 Encumbrance 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. |
159 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
17 onyx0.0 Encumbrance 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. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
39 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
42 opal0.0 Encumbrance 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. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+3 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+3 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. |
33 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's dwarven-steel pickaxe (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Ego] Nature While equipped: Stats +2 Str offense ------ Damage +7% nature defense ------ Resistance +12% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +5 See Invisibility +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Korbek's Spyglass2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+6 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+3 eff.) Spellpower +12 (+6 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Yeti's Muscle Tissue (Astral)1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 Encumbrance 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. |
15 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
evasive ash totem of healing [power 170] (3/13 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
37 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
19 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Fularak the Kruk Yeti Bulwark level 34
4th Loss 124th year of Ascendancy at 03:55 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Fularak the Kruk Yeti Bulwark level 12
41st Retaking 124th year of Ascendancy at 13:32 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Fularak the Kruk Yeti Bulwark level 32
45th Dearth 124th year of Ascendancy at 03:51 see stats
I did not want that! (Nightmare (Adventure) difficulty)
Tricked Nektosh into killing one of his own people.By Fularak the Kruk Yeti Bulwark level 25
27th Pain 124th year of Ascendancy at 00:04 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Fularak the Kruk Yeti Bulwark level 10
26th Retaking 124th year of Ascendancy at 16:25 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Fularak the Kruk Yeti Bulwark level 20
47th Revenge 124th year of Ascendancy at 00:48 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Fularak the Kruk Yeti Bulwark level 30
8th Dearth 124th year of Ascendancy at 04:09 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Fularak the Kruk Yeti Bulwark level 34
48th Dearth 124th year of Ascendancy at 13:48 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Fularak the Kruk Yeti Bulwark level 32
45th Dearth 124th year of Ascendancy at 00:17 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Fularak the Kruk Yeti Bulwark level 17
45th Revenge 124th year of Ascendancy at 02:34 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Fularak the Kruk Yeti Bulwark level 23
9th Pain 124th year of Ascendancy at 10:27 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By Fularak the Kruk Yeti Bulwark level 39
24th Loss 124th year of Ascendancy at 01:36 see stats
Log
Fularak is confused and fails to use Block.
Shadow casts Blindside.
Shadow casts Blindside.
Shadow hits Fularak for 13 physical damage.
Shadow hits Fularak for 15 physical damage.
Melee retaliation hits Shadow for 6 nature damage.
Melee retaliation hits Shadow for 6 nature damage.
Fularak slows down.
Talent Bleeding Edge is ready to use.
Raze hits Fularak for 20 darkness damage.
Bane of Confusion from Ureslak the Eternal hits Fularak for 121 darkness damage.
Shadow casts Fade.
Shadow fades!
Shadow casts Shadow Lightning.
Shadow hits Fularak for 6 physical damage.
Shadow hits Fularak for 85 lightning damage.
Melee retaliation hits Shadow for 0 nature damage.
Bane of Confusion from Ureslak the Eternal hits Fularak for 100 darkness damage.
Fularak the level 39 kruk yeti bulwark was shadowed to death by Ureslak the Eternal on level 3 of Ureslak's Host.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Bane of Confusion from Ureslak the Eternal killed Fularak!
Saving game...
Talent Infusion: Healing is ready to use.
Talent Rush is ready to use.
Saving done.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!































































































































