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| 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! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Gunslinger |
| Level / Exp | 24 / 81% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 24 on the 7th Decay 122nd year of Ascendancy at 00:14 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 67 (base 54) |
| Constitution | 23 (base 11) |
| Magic | 16 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 59 (base 46) |
Resources
| Life | -84/494 |
| Mana | 0/268 |
| Steam | 26/130 |
| Healing Factor | 1.2599022211821 |
| Regeneration | 4.0946822188418 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 43 |
| Accuracy | 60 |
| Crit Chance | 25% |
| APR | 22 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 60 |
| Crit Chance | 25% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Blight | +3% |
| Physical | +14% |
| Cold | +11% |
| All | 0% |
| Lightning | +5% |
| Light | +6% |
| Mind | +9% |
| Darkness | +11% |
| Fire | +12% |
| Nature | +13% |
Offense: Damage Penetration
| Darkness | +20% |
| Nature | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 29 (69.007671158813%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 22 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 17%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 32%( 70%) |
| All | + 13%( 70%) |
| Physical | + 33%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 26%( 70%) |
| Temporal | + 26%( 70%) |
| Lightning | + 28%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 24%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Silence Resistance | 20% |
| Pinning Resistance | 5% |
| Poison Resistance | 33% |
| Knockback Resistance | 5% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. |
| 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 601% 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. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Automation | 1.40 |
| 1/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Steamtech / Avoidance | 1.40 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed giant spider spinneret. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed bloated horror heart. * You've found the needed vial of wight ectoplasm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ce'Niba the pair of iron boots (0 def, 13 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +13 Fatigue +2% Resists +3% light Crit.chn- 5.00% Phys.save +14 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +12 (+6 eff.) Disarm- +20% Pinning- +5% Knockbk- +5% Teleport- +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Frozen Shards (23/25, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Ice Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
| Light source | Iceimmortal2.0 T1 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 19 ----- def ----- Resists +15% fire +3% cold Phys.save +6 (+3 eff.) Max.HP +40.00 Confus- +10% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Eilinidhewen the Greenquarry (0 def, 7 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% nature ----- def ----- Armour +7 Fatigue +1% Resists +1% physical Phys.save +11 (+4 eff.) Die.at -60.00 life Silence- +20% ---------- misc Stam/turn +3.00 Max.stam +10.00 A hat made of leather. Very stylish. |
| On hands | Elumina the dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+3 eff.) Melee+ 7 lightning Dmg.mod +5% lightning On Hit (Melee): * 20% chance to reduce armor by 19% * 10% chance to slow global speed by 44% ----- def ----- Armour +2 Fatigue +3% Resists +11% lightning HP.reg +3.00 Disarm- +70% ---------- misc Stam/turn +0.50 Max.stam +14.00 Talents +2 Iron Grip 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 | Ivytha [power 59] (8/25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Heal.mod +15% Disease- +20% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.04 Max.psi +10.00 Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Sunblur the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% light +12% fire ----- def ----- Armour +6 Resists +6% light +5% blight +24% fire +7% nature +5% arcane Poison- +12% Disease- +18% Rings make your fingers look great! |
| On fingers | Daimofang the Dayshine0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag +6 Cun dps ---------- Dmg.mod +11% darkness Acc +6 (+1 eff.) Melee Ret 6 cold ----- def ----- Resists +3% cold +22% darkness +6% light Spell.save +8 (+4 eff.) ---------- misc Light +1 Rings make your fingers look great! |
| Around neck | warrior's copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
| In main hand | Bleaknigh4.0 T3 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +11 Atk.spd 100% Range +8 Proj.spd +800% Ranged+ +12 acid On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +13% acid Res.pen +20% darkness ----- def ----- Resists +9% temporal Phys.save +9 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Daimemas the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal +3% mind +3% physical Disarm- +10% A belt that goes around your waist. |
| In off hand | dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Con +6 Wil ----- def ----- Max.HP +17.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
| Main armor | woollen robe 'Plaguerune' (0 def, 1 armour) 2.0 T2 cloth armor [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% blight +14% physical +10% nature +11% cold Res.pen +10% nature ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Resists +16% cold +14% physical +6% nature +9% all Poison- +21% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the duelist (efficiency 127% / cooldown 51%)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 127% efficiency and cooldown mod of 51%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 102% / cooldown 54%)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 102% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 91% / cooldown 75%)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 91% efficiency and cooldown mod of 75%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.5 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the duelist (speed 601%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 601% 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. 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 titan (heal 250; 15 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, light, mind, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 4 light, 3 mind, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 87; cd 15)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 87 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 43; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
4 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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. |
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. |
5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap 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. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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. |
stabilizing copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% temporal Pinning- +20% Knockbk- +20% Amulets make your neck look great! |
starlit copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +12% light +10% darkness Blind- +20% Amulets make your neck look great! |
Bloomblur0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +12% nature +10% fire ----- def ----- Resists +20% fire Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.12 Max.hate +10.00 Max.psi +30.00 Rings make your fingers look great! |
Isledalewen the Airquake0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% blight Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Resists +9% blight HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Runagorn the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +1.0% Mind.pwr +15 (+7 eff.) Acc +4 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Mind.save +3 (+1 eff.) ---------- misc Max.stam +30.00 Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.02 cold and 10.30 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Xanyvena the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +12 Resists +22% lightning +3% fire +5% arcane +6% light Mind.save +15 (+7 eff.) Rings make your fingers look great! |
copper ring 'Flamebane'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +1 Mag +1 Wil +3 Con dps ---------- Dmg.mod +12% physical Melee Ret 2 fire ----- def ----- Resists +12% physical ---------- misc Infravis +3 Rings make your fingers look great! |
copper ring 'Glintfame'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +15% light +9% temporal ----- def ----- Resists +24% light +9% temporal Rings make your fingers look great! |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +5 (+2 eff.) Acc +4 (+1 eff.) Rings make your fingers look great! |
mule's steel ring of aether (+10%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Fatigue -4% Resists +10% arcane ---------- misc Max.enc +20 Rings make your fingers look great! |
pixie's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+5 eff.) ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +24% Knockbk- +23% Rings make your fingers look great! |
savior's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +5 (+1 eff.) Rings make your fingers look great! |
titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
Voidream the steel mace (111% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Nature Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +11 nature While equipped: dps ---------- Dmg.mod +9% acid +18% fire +12% darkness Res.pen +10% acid On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +9% fire Blunt and deadly. |
Tulirathad1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% ----- def ----- Defense +5 (+1 eff.) Crit.chn- 5.00% Mind.save +3 (+1 eff.) Max.HP +30.00 Blind- +20% A belt that goes around your waist. |
Zanurek1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +3% temporal Max.HP +30.00 HP.reg +2.00 Heal.mod +15% Confus- +10% A belt that goes around your waist. |
rough leather belt 'Hettasadin'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Acc +15 (+3 eff.) ----- def ----- Fatigue -4% Resists +3% physical Phys.save +9 (+4 eff.) ---------- misc Max.enc +20 A belt that goes around your waist. |
Bilevault (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Melee Ret 4 acid On Hit (Melee): * 20% chance to slow global speed by 44% * 10% chance to reduce armor by 19% ----- def ----- Defense +1 (+0 eff.) Resists +12% acid +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Vorotha the Dusksun (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil dps ---------- Res.pen +5% darkness +10% acid ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Flareglory (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid Melee Ret 4 mind ----- def ----- Armour +1 Resists +5% lightning +5% temporal A pair of boots made of leather. |
pair of iron boots 'Duskprophet' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Armour +3 Fatigue +2% Resists +6% blight Phys.save +6 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Lelurek' (0 def, 3 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Str +1 Dex +3 Wil +3 Cun ----- def ----- Armour +3 Resists +6% mind +1% physical Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
restful hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +19.00 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. |
Eleneregofang the Wretchoracle (0 def, 9 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% nature ----- def ----- Armour +9 Fatigue +5% Resists +12% cold Die.at -20.00 life Max.HP +40.00 Poison- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Kilnobeisance (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +6% mind +6% acid Res.pen +10% fire Melee Ret 2 fire ----- def ----- Defense +1 (+0 eff.) Resists +16% lightning +12% acid A pointy cloth hat, very wizardly... |
Sootpain (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +4% Phys.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) Apr +1 On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +1 Fatigue +1% Resists +7% cold ---------- misc Breathe water A cap made of leather. |
rough leather cap 'Dagaharagar' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +1% ----- def ----- Armour +1 Fatigue +1% Resists +8% cold Mind.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Psi/ret +0.12 Max.hate +6.00 Breathe water A cap made of leather. |
steel plate armour 'Eleldaba' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Arcane While equipped: Stats +6 Dex +5 Con dps ---------- Dmg.mod +6% arcane Apr +2 ----- def ----- Armour +9 Fatigue +22% Resists +6% arcane Spell.save +16 (+8 eff.) ---------- misc Stam/turn +3.00 Max.stam +20.00 A suit of armour made of metal plates. |
5 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. |
116 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
Bundur (dig speed 30 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +5 Str +1 Dex +4 Wil +1 Con dps ---------- Phys.crit +6.0% Mind.crit +6% Res.pen +20% blight ----- def ----- Defense +15 (+5 eff.) Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 144] simple healing salve [power 144]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 144 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
Duskraptor the ash totem of summon tentacle [power 150] (8/25 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 16% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 300 Base Damage: 155 Armor: 12 All Resist: 5 Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Goreruikath [power 255] (8/25 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +6% temporal Die.at -20.00 life HP.reg +4.00 Disease- +10% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 538 Base Damage: 275 Armor: 0 All Resist: 23 Puts all charms on 25 cooldown 100% to reduce fatigue by 32% for 2 turns. 100% to increase all damage by 10% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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 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. |
8 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SteamPunk the Cornac Gunslinger level 19
73rd Dusk 122nd year of Ascendancy at 10:20 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By SteamPunk the Cornac Gunslinger level 22
48th Haze 122nd year of Ascendancy at 22:33 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By SteamPunk the Cornac Gunslinger level 10
28th Dusk 122nd year of Ascendancy at 07:31 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By SteamPunk the Cornac Gunslinger level 20
28th Haze 122nd year of Ascendancy at 01:43 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By SteamPunk the Cornac Gunslinger level 23
61st Haze 122nd year of Ascendancy at 12:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By SteamPunk the Cornac Gunslinger level 7
79th Pyre 122nd year of Ascendancy at 07:55 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By SteamPunk the Cornac Gunslinger level 11
31st Dusk 122nd year of Ascendancy at 01:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By SteamPunk the Cornac Gunslinger level 23
51st Haze 122nd year of Ascendancy at 17:56 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By SteamPunk the Cornac Gunslinger level 16
54th Dusk 122nd year of Ascendancy at 15:41 see stats
Log
Eilinarin the venom drake hatchling's manaburn arcane area effect hits SteamPunk for 0 arcane damage.
Eilinarin the venom drake hatchling's Acidfire cloud hits SteamPunk for (35 flat reduction), 58 acid (58 total damage).
Eilinarin the venom drake hatchling's Slime Spit hits SteamPunk for (35 flat reduction), 156 nature (156 total damage).
SteamPunk's ice area effect hits Bloated ooze for 25 cold damage.
SteamPunk's ice area effect hits Eilinarin the venom drake hatchling for (26 antimagic), 0 cold (0 total damage).
Something hits Something for (22 antimagic), 0 cold (0 total damage).
Something hits Something for 21 cold damage.
Something hits Something for (22 antimagic), 0 cold (0 total damage).
Something hits Something for 21 cold damage.
Something hits Something for (22 antimagic), 0 cold (0 total damage).
SteamPunk's ice area effect hits Bloated ooze for 25 cold damage.
SteamPunk's ice area effect hits Eilinarin the venom drake hatchling for (36 antimagic), 0 cold (0 total damage).
SteamPunk's Static Shot hits Eilinarin the venom drake hatchling for (69 antimagic), 28 lightning, (4 antimagic), 0 acid (28 total damage).
SteamPunk's Static Shot hits Bloated ooze for 117 lightning damage.
SteamPunk's Static Shot hits Eilinarin the venom drake hatchling for (69 antimagic), 65 lightning (65 total damage).
SteamPunk's ice area effect killed Bloated ooze!
SteamPunk's Static Shot killed Bloated ooze!
SteamPunk is not silenced anymore.
Talent Double Shots is ready to use.
Something hits SteamPunk for (35 flat reduction), 27 fire (27 total damage).
Something hits SteamPunk for (35 flat reduction), 156 acid, (35 flat reduction), 127 nature (282 total damage).
LIFE LOST WARNING!
SteamPunk shoots!
SteamPunk uses Infusion: Movement.
SteamPunk is moving at extreme speed!
Something hits SteamPunk for 0 arcane damage.
Something hits SteamPunk for (35 flat reduction), 51 fire (51 total damage).
SteamPunk the level 24 cornac gunslinger was scorched to death by a ritch flamespitter on level 3 of Old Forest.



































































































