

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Kruk Yeti |
Class | Sawbutcher |
Level / Exp | 50 / 594% |
Size | medium |
Lifes / Deaths | Killed by eyed tentacle at level 50 on the 30th Loss 124th year of Ascendancy at 11:20 / 2Killed by spiked tentacle at level 50 on the 30th Loss 124th year of Ascendancy at 11:29 |
Primary Stats
Strength | 105 (base 60) |
Dexterity | 69 (base 60) |
Constitution | 74 (base 45) |
Magic | 20 (base 10) |
Willpower | 31 (base 10) |
Cunning | 66 (base 44) |
Resources
Life | -8/1694 |
Steam | 112/112 |
Healing Factor | 1.4951494609762 |
Regeneration | 24.295252268712 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
Offense: Mainhand
Damage | 147 |
Accuracy | 62 |
Crit Chance | 59% |
APR | 55 |
Speed | 1.00 |
Offense: Offhand
Damage | 77 |
Accuracy | 62 |
Crit Chance | 30% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Light | +3% |
Nature | +3% |
Blight | +6% |
Cold | +6% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Light | +20% |
Mind | +25% |
Defense: Base
Armour (hardiness) | 95.08934837382 (81.151787968034%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 51 |
Physical Save | 58 |
Spell Save | 38 |
Mental Save | 35 |
Defense: Resistances
Blight | + 33%( 70%) |
Physical | + 70%( 70%) |
Cold | + 43%( 70%) |
All | + 18%( 70%) |
Lightning | + 56%( 70%) |
Temporal | + 25%( 70%) |
Darkness | + 37%( 70%) |
Mind | + 25%( 70%) |
Fire | + 54%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Pinning Resistance | 32% |
Poison Resistance | 13% |
Blind Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.6 steam per turn. Can be activated for an instant burst of 93 steam. Its effects scale with your Strength 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 212% efficiency and cooldown mod of 74%. Its effects scale with your Strength 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 183% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.5 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Steamtech / Furnace | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automated butchery | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 3/5 |
| 2/5 |
| 4/5 |
| 5/5 |
Prodigies
| 1/1 |
| 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 |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | 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. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
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. * You have killed Aeryn, making sure no more troops will come from the west. | done |
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. * You have disposed of Kaltor, the loot is yours! | done |
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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | 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 | ![]() 2.0 T3 feet armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mov.spd +10% Dmg.mod +21% acid On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Armour +3 Fatigue -7% Resists +10% lightning +8% temporal Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +7 (+3 eff.) Max.HP +42.00 ---------- misc Stam/turn +0.40 Talents +1 Rocket Boots A pair of boots made of leather. This object's appearance was changed to The Black Boots. |
Light source | ![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con ----- def ----- Resists +7% blight +3% all Spell.save +7 (+3 eff.) HP.reg +7.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +12 Str +5 Wil dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +6% blight Acc +16 (+4 eff.) Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +8 Fatigue +5% Resists +3% blight +7% physical +3% mind Phys.save +10 (+3 eff.) ---------- misc Light +6 Infravis +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 731.8 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This object's appearance was changed to Yeti Mind Controller. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +4 Dex dps ---------- Crit.mult +10.00% Acc +15 (+4 eff.) ----- def ----- Armour +9 Defense +30 (+8 eff.) Fatigue +5% Resists +14% darkness +4% physical ---------- misc Infravis +4 Talents +1 Sand Shredder Unarmed combat: Power 140% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +14 Apr +15 Crit +23.0% Atk.spd 83% Melee+ +19 darkness On Crit: 10% Dominate 5 Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature +6% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +6% mind +9% darkness Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 cooldown 100% to heal for 77. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 5 physical Ranged+ 11 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 23 On Hit (Ranged): * 14% chance to reduce all saves and defense by 23 ----- def ----- Resists +8% nature +8% blight Poison- +13% Disease- +16% ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +3 Dex dps ---------- Dmg.mod +6% cold ----- def ----- Resists +6% lightning Phys.save +9 (+3 eff.) Spell.save +17 (+6 eff.) Mind.save +10 (+5 eff.) HP.reg +4.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +15% mind Res.pen +25% mind On Hit (Melee): * 20% chance to slow global speed by 49% * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +11% physical ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Power 145% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +34.0% Atk.spd 100% Block +50 HP.leech +5% Melee+ +10% gloom effects Uses 1.0 Steam While equipped: ----- def ----- Armour +8 Defense +12 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
Around waist | ![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +10 Mag +7 Wil +4 Cun dps ---------- Phys.crit +8.0% Spell.crit +4% Mind.crit +10% A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 Melee+ +8 light +16 acid Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- Melee+ 21 cold Dmg.mod +3% light Res.pen +20% light On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 12 ice ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +17% cold +22% fire ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +30% lightning Phys.save +10 (+3 eff.) Stun/Frz- +50% Has a 50% chance each turn to slash an adjacent enemy for 139 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. This object's appearance was changed to Cloak of Daggers. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 80 physical ----- def ----- Armour +50 Fatigue +26% Resists +20% physical Phys.save +15 (+4 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 207.00 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 14/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Inventory
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 8 light 9 darkness Dmg.mod +9% light +9% darkness On Melee Ret: * 9% chance to reduce damage dealt by 19% * 7% chance to blind ----- def ----- Fatigue -7% HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% Melee+ 9 light 10 darkness Dmg.mod +10% light +11% darkness On Melee Ret: * 8% chance to reduce damage dealt by 19% * 11% chance to blind ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +7% Dmg.mod +16% darkness Res.pen +10% blight ----- def ----- Armour +10 Resists +32% darkness Spell.save +15 (+6 eff.) ---------- misc Stam/turn +3.00 Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +20% fire +18% cold +21% acid Res.pen +26% lightning +26% acid ----- def ----- Resists +9% cold +40% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +3 Mag +5 Con dps ---------- Dmg.mod +12% light Res.pen +10% nature Acc +8 (+2 eff.) ----- def ----- Resists +6% light ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +3% light +9% fire Phys.save +6 (+2 eff.) Die.at -83.14 life HP.reg +8.00 Heal.mod +21% Disease- +21% Silence- +21% Pinning- +20% Stun/Frz- +55% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 60.95 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Dex dps ---------- Phys.crit +8.0% Phys.pwr +30 (+8 eff.) Apr +3 ----- def ----- Armour +8 Resists +9% nature Die.at -80.00 life Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Max.HP +59.00 HP.reg +8.00 Heal.mod +13% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego] Master While equipped: Stats +6 Dex dps ---------- Acc +12 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +11 (+5 eff.) Dmg.mod +4% all Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Wil ----- def ----- Mind.save +10 (+5 eff.) Max.HP +76.00 HP.reg +9.00 Heal.mod +18% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+3 eff.) Blind- +23% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Master Power 168% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +21% all +19% physical Acc +61 (+15 eff.) Apr +38 Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon [Rare] Nature Power 148% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +6% temporal +6% light +6% darkness Crit.chn- 5.00% Disease- +20% Massive two-handed swords. |
![]() 3.0 T4 steamsaw 1H weapon Reqs Mag 30 [Unique] Arcane/Steamtech Power 150% Range: 1.5x Uses 100% Mag Dmg Occult Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +45 Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.spd +10% ----- def ----- Fatigue +15% Spell.save +10 (+4 eff.) Silence- +40% ---------- misc Talents +3 Block +4 Electron Incantation Increases the steam your arcane dynamo generate per 10 points of mana by 2. Saws made of metal? That is no good for a discerning Technomancer so Galen made a saw out of pure arcane forces! |
![]() 3.0 T2 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 121% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +3.0% Atk.spd 100% Block +40 Dmg.conv 50% blight On Hit: * may infect the target with a random disease Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
![]() 3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 108% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) On shield block: * Cause enemies within radius 6 to bleed for 263 physical damage over 5 turns (1/turn) ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +6% Disarm- +27% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Power 139% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +75 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Uses 1.0 Steam While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +9% physical ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Disarm- +21% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 109% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +6% light +6% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 110% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 15 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 263 physical damage over 5 turns (1/turn) ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +6% light +6% fire ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! This object's appearance was changed to Turbocutter. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +4 Wil dps ---------- Phys.pwr +4 (+1 eff.) Against +19% Summoned ----- def ----- D.Red.from +27% Summoned Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+5 eff.) Resists +15% physical Phys.save +40 (+11 eff.) ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal 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 56 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. |
![]() 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +15 Dex +6 Mag ----- def ----- Armour +5 Defense +10 (+3 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
![]() 1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Mag ----- def ----- Armour +5 Resists +6% light +6% darkness Mind.save +7 (+3 eff.) Max.HP +48.00 ---------- misc Infravis +1 Unarmed combat: Power 125% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +10 light +10 darkness On Hit: 10% Battle Shout 3 Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 28.88 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Crystle's Astral Bindings. |
![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-2 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +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. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 188.82 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +9 Con dps ---------- Crit.mult +24.12% ----- def ----- Armour +5 Fatigue +5% Resists +18% light +18% mind +24% darkness Heal.mod +15% Pinning- +24% ---------- misc Max.vim +30.00 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +7 Fatigue +4% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 22.99 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +37.00 HP.reg +5.00 Heal.mod +14% ---------- misc Stam/turn +0.50 A suit of armour made of mail. This object's appearance was changed to Behemoth Hide. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +3% mind Res.pen +15% mind ----- def ----- Armour +12 Defense +20 (+5 eff.) Fatigue +8% Resists +10% acid +7% physical +9% cold +6% mind +9% fire Phys.save +16 (+5 eff.) ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane/Master While equipped: Stats +6 Str +7 Dex +5 Mag +7 Wil +9 Cun dps ---------- Phys.crit +6.0% Spell.crit +8% Mind.crit +6% Phys.pwr +13 (+4 eff.) Spell.pwr +14 (+4 eff.) Mind.pwr +15 (+7 eff.) ----- def ----- Armour +13 Defense +26 (+7 eff.) Fatigue +8% Resists +14% lightning A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Con +2 Wil dps ---------- Mind.crit +3% ----- def ----- Armour +11 Fatigue +22% Resists +22% fire Die.at -80.00 life ---------- misc Max.psi +50.00 A suit of armour made of metal plates. |
![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +22% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- Acc +36 (+9 eff.) Apr +8 ----- def ----- Armour +10 Defense +35 (+9 eff.) Fatigue +8% Resists +18% fire +17% light +17% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Dex +3 Wil +5 Con dps ---------- Mind.pwr +30 (+12 eff.) Dmg.mod +9% lightning ----- def ----- Resists +15% mind Phys.save +11 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +11 (+5 eff.) Max.HP +69.00 ---------- misc Stam/turn +3.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 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. |
amazing frost salve [power 48] amazing frost salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 74% cooldown modifier. Remove 3 physical effects and grants a frost aura (48% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 686] amazing healing salve [power 686]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 74% cooldown modifier. Heal 686 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent healing salve [power 400] potent healing salve [power 400]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 74% cooldown modifier. Heal 400 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful frost salve [power 36] powerful frost salve [power 36]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 212% efficiency and 74% cooldown modifier. Remove 2 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 20 physical ----- def ----- Armour +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+2 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind +24% darkness Res.pen +10% mind On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +3% darkness +9% mind Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+4 eff.) On Melee Ret: * 18% chance to slow global speed by 49% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By dfge the Kruk Yeti Sawbutcher level 4
11st Retaking 124th year of Ascendancy at 08:13 see stats
By dfge the Kruk Yeti Sawbutcher level 13
29th Retaking 124th year of Ascendancy at 05:54 see stats
By dfge the Kruk Yeti Sawbutcher level 30
24th Revenge 124th year of Ascendancy at 12:22 see stats
By dfge the Kruk Yeti Sawbutcher level 32
34th Revenge 124th year of Ascendancy at 21:55 see stats
By dfge the Kruk Yeti Sawbutcher level 20
43rd Retaking 124th year of Ascendancy at 16:01 see stats
By dfge the Kruk Yeti Sawbutcher level 10
15th Retaking 124th year of Ascendancy at 05:28 see stats
By dfge the Kruk Yeti Sawbutcher level 20
43rd Retaking 124th year of Ascendancy at 11:39 see stats
By dfge the Kruk Yeti Sawbutcher level 30
21st Revenge 124th year of Ascendancy at 04:22 see stats
By dfge the Kruk Yeti Sawbutcher level 40
50th Pain 124th year of Ascendancy at 03:45 see stats
By dfge the Kruk Yeti Sawbutcher level 50
24th Loss 124th year of Ascendancy at 22:32 see stats
By dfge the Kruk Yeti Sawbutcher level 50
26th Loss 124th year of Ascendancy at 04:03 see stats
By dfge the Kruk Yeti Sawbutcher level 35
40th Revenge 124th year of Ascendancy at 14:36 see stats
By dfge the Kruk Yeti Sawbutcher level 43
40th Dearth 124th year of Ascendancy at 15:09 see stats
By dfge the Kruk Yeti Sawbutcher level 24
14th Revenge 124th year of Ascendancy at 08:34 see stats
By dfge the Kruk Yeti Sawbutcher level 38
17th Pain 124th year of Ascendancy at 20:35 see stats
By dfge the Kruk Yeti Sawbutcher level 25
15th Revenge 124th year of Ascendancy at 03:12 see stats
By dfge the Kruk Yeti Sawbutcher level 43
41st Dearth 124th year of Ascendancy at 05:44 see stats
By dfge the Kruk Yeti Sawbutcher level 16
36th Retaking 124th year of Ascendancy at 14:54 see stats
By dfge the Kruk Yeti Sawbutcher level 50
30th Loss 124th year of Ascendancy at 11:21 see stats
Log
dfge misses Sher'Tul High Priest.
Dfge shrugs off the effect 'Slippery Moss'!
dfge steals life from Sher'Tul High Priest!
Oozing tentacle's impeding nature area effect hits dfge for 34 nature damage.
dfge receives 37 healing.
dfge hits Sher'Tul High Priest for (25 parried), (42 shifted), 0 physical, (25 parried), 18 physical, 7 darkness, 7 cold, 2 physical, 7 cold, 2 physical (41 total damage).
Amakthel's Mouth's fiery vapour area effect hits Amakthel's Hand for 0 fire damage.
Dfge is free from the slippery moss.
Nihil from Amakthel's Hand hits dfge for 21 temporal damage.
Curse of Death from Sher'Tul High Priest hits dfge for 79 darkness damage.
Bleeding from Dfge hits Spiked tentacle for 75 physical damage.
The fabric of time around Sher'Tul High Priest returns to normal.
Sher'Tul High Priest seems more focused.
Sher'Tul High Priest casts Moonlight Ray.
Sher'Tul High Priest's spell attains critical power!
Amakthel's Hand loses 4 health to the entropy.
Sher'Tul High Priest hits dfge for 416 darkness damage.
Bleeding from Dfge hits Sher'Tul High Priest for 11 physical damage.
Bleeding from Dfge hits Amakthel's Hand for 17 physical damage.
Prophecy of Ruin from Amakthel's Hand hits dfge for 44 darkness damage.
Melee retaliation hits Spiked tentacle for 4 blight, 66 physical, 5 cold (75 total damage).
Spiked tentacle hits dfge for 80 physical damage.
Lava floor hits Eyed tentacle for 19 fire damage.
Eyed tentacle hits dfge for 12 physical damage.
Lava floor hits Spiked tentacle for 34 fire damage.
Lava floor hits Spiked tentacle for 26 fire damage.
Spiked tentacle hits dfge for 81 physical damage.
Melee retaliation hits Eyed tentacle for 4 blight, 66 physical, 11 cold (80 total damage).
Melee retaliation hits Spiked tentacle for 4 blight, 44 physical, 11 cold (58 total damage).
dfge the level 50 kruk yeti sawbutcher was crushed to death by a spiked tentacle on level 5 of The Slumbering Caves.