
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Psyshot |
| Level / Exp | 48 / 37% |
| Size | medium |
| Lifes / Deaths | Killed by Elamina the spire dragon at level 48 on the 38th Remembrance 125th year of Ascendancy at 16:01 / 1 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 71 (base 60) |
| Constitution | 47 (base 10) |
| Magic | 83 (base 55) |
| Willpower | 36 (base 18) |
| Cunning | 87 (base 60) |
Resources
| Life | -49/1234 |
| Steam | 100/100 |
| Equilibrium | 0 |
| Psi | 137/199 |
| Healing Factor | 1.4323364354647 |
| Regeneration | 6.3738971378178 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 20 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 55 |
| Crit Chance | 32% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 99 |
| Accuracy | 44 |
| Crit Chance | 34% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 75 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 75 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +19% |
| Arcane | +12% |
| Mind | +38% |
| All | 0% |
| Darkness | +22% |
| Light | +28% |
| Temporal | +6% |
| Physical | +6% |
| Nature | +17% |
Offense: Damage Penetration
| Darkness | +31% |
| Light | +32% |
| Temporal | +21% |
| Physical | +27% |
| Mind | +45% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 19 (38.594633868923%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 42 |
| Mental Save | 43 |
Defense: Resistances
| Blight | + 39%( 70%) |
| Cold | + 45%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 48%( 70%) |
| Temporal | + 37%( 70%) |
| Darkness | + 51%( 70%) |
| Mind | + 33%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Silence Resistance | 33% |
| Confusion Resistance | 88% |
| Stun Resistance | 80% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning 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 174% efficiency and cooldown mod of 58%. Its effects scale with your Constitution 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 116% efficiency and cooldown mod of 63%. Its effects scale with your Strength stat. |
| 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 14.9 steam per turn. Can be activated for an instant burst of 74 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Psionic fog | 1.64 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Dread | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.64 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Steamtech / Mechstar | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Steamtech / Engineering | 1.54 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.54 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
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 Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You 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 giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
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. | active |
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 |
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. | active |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * 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. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured 0/8 yetis. | active |
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 | undeterred pair of hardened leather boots of void walking (0 def, 3 armour) 2.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +14% darkness +14% temporal defense ------ Armor +3 Resistance +15% darkness +16% temporal Silence Resist +33% Confus Resist +32% Stun Resist +30% Out-of-Phase Defense +19 Out-of-Phase Resistance +12% Out-of-Phase Resilience +12% other ------- Talents +5 Rocket Boots A pair of boots made of leather. |
| Quiver | Scattermind (10/20, 115% power, 7 apr) 3.0 Encumbrance T3 shot ammo [Unique] Nature/Psionic Weapon Damage 115% Range: 1.0x-1.2x Uses 60% Dex, 50% Mag, 60% Cun Damage Mind Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +3.0% Capacity 20 On Critical: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. While equipped: other ------- Talents +4 Saw Shell A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
| Light source | Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 108, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 384.30 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Isyremira (0 def, 5 armour) 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +9 Mag +6 Wil +6 Con offense ------ Spell Crit +4% Physical Power +4 (+1 eff.) Damage +16% blight +12% arcane +12% mind Accuracy +25 (+7 eff.) defense ------ Armor +5 Fatigue +5% Resistance +13% fire +15% cold other ------- Light +7 Infravision +2 A hat made of leather. Very stylish. |
| On hands | Arirawe the voratun gauntlets (0 def, 3 armour) 1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats +3 Dex +6 Con offense ------ Critical power +20.00% Physical Power +10 (+2 eff.) On-Hit 15 nature Damage +11% nature Ignore Armor +3 When Hit 10 physical defense ------ Armor +3 Fatigue +5% Resistance +10% nature Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max stamina +30.00 Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Zanezor the dragonbone wand of clairvoyance [power 15] (15 cooldown)2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +3% blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 33 defense ------ Resistance +6% cold Confus Resist +20% Knockbk Resist +20% other ------- Wards +4 lightning +4 temporal +4 light +4 cold Talents +1 Ward Reveal the area around you, dispelling darkness (radius 15, power 83 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 21% for 2 turns. 100% to reduce fatigue by 34% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Islama the Willowworth0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun +5 Mag offense ------ Spellpower +10 (+2 eff.) Damage +6% nature +3% mind Ignore resists +20% mind Accuracy +15 (+4 eff.) Ignore Armor +12 On-Hit (Melee): * 10% chance to slow global speed by 70% defense ------ Defense +13 (+3 eff.) Resistance +3% mind Mind save +11 (+4 eff.) Confus Resist +36% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +8 Str +6 Mag +11 Cun +8 Con offense ------ Physical Power +13 (+3 eff.) Spellpower +10 (+2 eff.) Damage +6% light Ignore resists +25% light When Hit 2 lightning 10 light defense ------ Defense +14 (+3 eff.) Can be unequipped or rerolled. 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? |
| Around neck | stralite amulet 'Coalshear'0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) Mindpower +25 (+6 eff.) Damage +7% light +6% temporal +7% darkness +6% physical On-Hit (Melee): * 10% chance to reduce damage dealt by 33% other ------- Max psi +50.00 Light +3 Masteries +0.34 Steamtech/Physics +0.34 Steamtech/Thoughts of iron +0.34 Psionic/Psionic fog +0.34 Steamtech/Engineering Amulets make your neck look great! |
| In main hand | Neralaith 4.0 Encumbrance T3 steamgun 1H weapon [Rare] Nature/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +800% Damage Against +0% Undead +0% Demon +0% Horror On Hit: * splashes acid on your target dealing 80 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +11 Con +6 Wil offense ------ Ignore resists +20% physical defense ------ Resistance +6% cold Spell save +18 (+6 eff.) Unlife -40.00 life Life +42.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | noble's hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Master While equipped: Stats +4 Dex +5 Wil +10 Cun +7 Lck offense ------ Against +22% Summoned defense ------ Resist Against +23% Summoned Stealth +8 other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
| In off hand | resonating pulsing mindstar of balance (108% power, 32 apr, mind damage) 3.0 Encumbrance T4 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 108% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% Damage Against +0% Undead +0% Demon +0% Horror On Hit: * flashes light on your target dealing 110 damage While equipped: offense ------ Mind Crit +4% Critical power +9.00% Mindpower +8 (+2 eff.) Resonance +9% Damage +6% mind Ignore resists +6% mind defense ------ Resistance +7% mind Physical save +2 (+1 eff.) Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) other ------- EQ when Hit +1.20 Psi when Hit +1.20 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | cashmere cloak 'Eilinima' (32 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +2 Cun +5 Con offense ------ Physical Crit +2.0% Ignore Armor +2 defense ------ Defense +32 (+8 eff.) Resistance +30% lightning Stun Resist +50% other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | psion's elven-silk robe of life (0 def, 8 armour) 2.0 Encumbrance T5 cloth armor [Ego++] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +7 (+2 eff.) Damage +17% mind Ignore resists +12% mind defense ------ Armor +8 Resistance +19% blight +15% all Crit Resistance 28.00% Life +62.00 Life Regen +4.20 Healmod +17% other ------- Psi/turn +0.76 Max psi +23.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 515 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
schematic: Ablative Armour0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +12% mind Confus Resist +22% Amulets make your neck look great! |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+1 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
mindweaver's steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Str +2 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Mind save +7 (+2 eff.) Confus Resist +12% Amulets make your neck look great! |
serendipitous steel amulet of constitution (+8)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck +3 Con offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +7 (+1 eff.) Resist unseen 11% Amulets make your neck look great! |
psionicist's copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +11% cold defense ------ Resistance +22% cold Mind save +4 (+1 eff.) Rings make your fingers look great! |
psionicist's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+1 eff.) Life Regen +3.00 Stun Resist +22% Rings make your fingers look great! |
Unlightshear0.1 Encumbrance T3 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +7 Dex +7 Cun offense ------ Accuracy +11 (+3 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 33% defense ------ Armor +12 Resistance +3% temporal +1% physical +5% arcane +6% light Crit Resistance 10.00% Life +31.00 Disarm Resist +37% Pinning Resist +51% Knockbk Resist +27% Rings make your fingers look great! |
Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +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" |
marksman's stralite ring of darkness (+32%)0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Dex offense ------ Damage +16% darkness Accuracy +12 (+4 eff.) defense ------ Resistance +32% darkness Rings make your fingers look great! |
Kheluneg the Shadowimmortal (150% power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Nature Weapon Damage 151% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +20 fire On-crit, radius 2 +41 lightning +41 cold +12 darkness While equipped: offense ------ Mind Crit +4% Mindpower +30 (+7 eff.) Move Speed +53% Damage +15% fire Ignore resists +24% lightning +24% cold +10% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 33% other ------- Hate-on-crit +3.00 Massive two-handed mauls. |
Chillraider the voratun dagger (146% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 146% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +20 nature +4 cold While equipped: Stats +10 Con +10 Wil offense ------ Damage +9% mind +6% cold Ignore resists +5% cold Accuracy +10 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 41 defense ------ Defense +10 (+2 eff.) Resistance +6% mind Life +99.00 Disarm Resist +27% Sharp, short and deadly. |
Ivimith (164% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 165% Range: 1.0x-1.3x Uses 50% Str, 50% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +4 Str +5 Dex offense ------ Physical Crit +3.0% Damage +15% acid Ignore resists +25% acid Ignore Armor +10 Sharp, short and deadly. |
epiphanous living mindstar (116% power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Weapon Damage 116% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +8% Mindpower +13 (+3 eff.) Damage +12% mind other ------- Psi-on-crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty cured leather sling of cunning (+3)4.0 Encumbrance T2 sling 1H weapon [Ego] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +3 Cun +2 Str offense ------ Physical Power +8 (+2 eff.) Ignore resists +6% physical Slings are used to hurl stones or metal shots at your foes. |
throat-seeking hardened leather sling of cunning (+4)4.0 Encumbrance T3 sling 1H weapon [Ego+] Disrupt/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +10 nature On Critical: * silences the target While equipped: Stats +4 Cun offense ------ Ignore resists +5% nature +7% physical Slings are used to hurl stones or metal shots at your foes. |
mage-hunter's reinforced leather sling of true flight4.0 Encumbrance T4 sling 1H weapon [Ego++] Disrupt/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +5 Cun +4 Wil offense ------ Physical Crit +13.0% Mindpower +9 (+2 eff.) Accuracy +9 (+3 eff.) On-Hit (Ranged): * 9 arcane resource burn other ------- Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
Murderfang's Surekill4.0 Encumbrance T3 steamgun 1H weapon [Unique] Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate -10.0% Attack Speed 100% Damage Multiplier 100% Range +6 Projectile Speed +1500% On Critical: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: offense ------ Critical power +50.00% other ------- Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
Veliba the voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon [Rare] Master/Steamtech Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +6.0% Damage +9% arcane Ignore resists +25% mind +25% blight Accuracy +15 (+4 eff.) defense ------ Life +100.00 Blind Resist +20% Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of dwarven-steel shots 'Urtharegondur' (16/16, 151% power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 152% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +16.0% Capacity 16 On-ranged-hit +20 blight +20 mind +20 arcane On-crit, radius 2 +20 mind On Hit: * 20% chance to reduce all saves and defense by 41 On Critical: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
Frozen Shards (21/25, 139% power, 15 apr)3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 139% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Ice Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud While equipped: In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
barbed pouch of voratun shots (22/22, 176% power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego+] Master Weapon Damage 177% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +18.0% Capacity 22 On Critical: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Isliyawen (0 def, 8 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Damage +26% physical On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +8 Resistance +12% acid +22% physical +9% light +11% all other ------- Max stamina +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+3 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. |
stormwoven silk robe of life (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats +6 Str +6 Mag +5 Wil offense ------ Damage +10% lightning +12% physical +17% cold defense ------ Resistance +8% lightning +9% cold +5% blight +13% all Life +62.00 Life Regen +1.70 Healmod +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +8 Con offense ------ Damage +8% nature defense ------ Resistance +15% all Poison Resist +32% Disease Resist +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
Blastkiss the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +25% physical defense ------ Resistance +19% acid +8% fire +16% lightning +7% cold Physical save +12 (+6 eff.) Unlife -60.00 life other ------- Max stamina +30.00 A belt that goes around your waist. |
cashmere cloak 'Emuda' (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +8 Dex +2 Mag +2 Con offense ------ Critical power +20.00% Accuracy +25 (+7 eff.) defense ------ Defense +20 (+5 eff.) Resistance +16% light +19% fire Physical save +9 (+4 eff.) Stealth +11 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Daggers (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Has a 50% chance each turn to slash an adjacent enemy for 181 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. |
Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 73 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Flowersquall (0 def, 8 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +3% Critical power +10.00% Damage +9% mind defense ------ Armor +8 Fatigue +3% Resistance +6% nature Silence Resist +64% Confus Resist +59% Stun Resist +51% other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of sorrow (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Psionic While equipped: offense ------ Mindpower +6 (+2 eff.) On-Hit 16 mind 15 darkness On-Hit (Melee): * 13% chance to reduce all saves and defense by 41 defense ------ Armor +2 Mind save -13 (-5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belirab the Flashseam (0 def, 23 armour)1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +12 Con offense ------ When Hit 10 light 6 fire defense ------ Armor +23 Hardiness +9% Resistance +9% fire +12% physical +20% light +5% arcane other ------- Light +3 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. |
brawler's drakeskin leather gloves of strength (+8) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +8 Str +3 Dex +3 Cun offense ------ Physical Power +11 (+2 eff.) defense ------ Armor +3 Physical save +10 (+5 eff.) other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral drakeskin leather gloves of spellstriking (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +7 Wil offense ------ Spellpower +8 (+2 eff.) On-Hit 6 arcane 13 darkness Damage +6% arcane +6% darkness defense ------ Armor +3 Resistance +7% arcane +10% darkness 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. |
psychic's voratun gauntlets of butchering (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Disrupt/Psionic While equipped: offense ------ Physical Power +8 (+2 eff.) On-Hit 9 mind Damage +8% mind Accuracy +9 (+3 eff.) Ignore Armor +11 defense ------ Armor +3 Fatigue +5% Resistance +11% blight +8% mind Spell save +17 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather hat 'Ragyromiregorath' (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str +2 Cun +8 Con defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +8% temporal other ------- Light +3 A hat made of leather. Very stylish. |
stabilizing cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Master While equipped: Stats +5 Mag +9 Wil offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +2 (+0 eff.) Physical save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-1 eff.) Spellpower -10 (-3 eff.) Mindpower -10 (-2 eff.) defense ------ Defense -10 (-3 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+6 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Infused Cerebrum (8 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+3 eff.) Mindpower +12 (+3 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Tulaharaneg (0 def, 11 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +1 Mag +9 Wil +1 Cun defense ------ Armor +11 Fatigue +5% Resistance +28% blight +9% nature Mind save +10 (+3 eff.) Life Regen +4.00 other ------- Stamina when Hit +1.40 EQ when Hit +2.70 A hat made of leather. Very stylish. |
Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+0 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
8 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
21 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
21 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
23 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
19 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+2 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+2 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
269 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
alchemist's lamp of corpselight1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) defense ------ Resistance +9% blight +5% darkness other ------- Light +4 Infravision +4 See Invisibility +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 27 blight damage or heals 33 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
well-made explosive shell0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel silver filigree0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Damage Against +21% Undead +21% Demon +21% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Damage Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 21] powerful fiery salve [power 21]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 63% cooldown modifier. Remove 2 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 28] amazing frost salve [power 28]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 63% cooldown modifier. Remove 3 physical effects and grants a frost aura (28% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 179] simple healing salve [power 179]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 63% cooldown modifier. Heal 179 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing water salve [power 28] amazing water salve [power 28]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 116% efficiency and 63% cooldown modifier. Remove 3 mental effects and grants a water aura (28% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
bloodhexed dwarven-steel pickaxe (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +7 Str +6 Wil offense ------ Physical Crit +11.0% Mind Crit +5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's dwarven-steel pickaxe (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +3 Mag offense ------ Spell Crit +4% other ------- Max mana +29.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
piercing steel torque of psionic shield [power 51] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 160] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 221 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
ash wand of conjuration 'Magmaswift' [power 175] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Critical power +15.00% Ignore resists +15% physical When Hit 8 physical defense ------ Resistance +4% physical +9% fire Unlife -80.00 life Fire a magical bolt dealing 175 cold damage Puts all charms on 15 turn cooldown 100% to increase all damage by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Ivawyn the Orc Psyshot level 29
36th Revenge 124th year of Ascendancy at 14:05 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Ivawyn the Orc Psyshot level 14
31st Retaking 124th year of Ascendancy at 01:54 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ivawyn the Orc Psyshot level 31
1st Pain 124th year of Ascendancy at 18:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ivawyn the Orc Psyshot level 10
18th Retaking 124th year of Ascendancy at 04:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ivawyn the Orc Psyshot level 20
48th Retaking 124th year of Ascendancy at 17:16 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Ivawyn the Orc Psyshot level 30
39th Revenge 124th year of Ascendancy at 02:35 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Ivawyn the Orc Psyshot level 40
35th Destruction 124th year of Ascendancy at 10:03 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Ivawyn the Orc Psyshot level 38
48th Pain 124th year of Ascendancy at 09:39 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ivawyn the Orc Psyshot level 33
15th Pain 124th year of Ascendancy at 03:55 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Ivawyn the Orc Psyshot level 42
39th Destruction 124th year of Ascendancy at 10:04 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Ivawyn the Orc Psyshot level 47
33rd Remembrance 125th year of Ascendancy at 23:25 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ivawyn the Orc Psyshot level 39
48th Dearth 124th year of Ascendancy at 10:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ivawyn the Orc Psyshot level 21
50th Retaking 124th year of Ascendancy at 23:12 see stats
Log
Ivawyn forces the iceblock to shatter.
Ivawyn is free from the ice.
Ivawyn receives 286 healing.
Mechanical Arms performs a melee critical strike against Mirror Image (Elamina the spire dragon)!
Mirror Image (Elamina the spire dragon) is weakened by the darkness!
Mirror Image (Elamina the spire dragon) has been harassed.
Ivawyn has recovered!
Mechanical Arms hits Mirror Image (Elamina the spire dragon) for 0 mind, 0 nature, 0 light (0 total damage).
Elamina the spire dragon casts Flame.
Elamina the spire dragon's spell attains critical power!
Ivawyn is on fire!
Mirror Image (Elamina the spire dragon) casts Flame.
Mirror Image (Elamina the spire dragon) hits Ivawyn for (10 flat reduction), 0 fire (0 total damage).
Elamina the spire dragon hits Ivawyn for (45 flat reduction), 157 cold (157 total damage).
Ivawyn's psionic searing area effect hits Elamina the spire dragon for 106 mind damage.
Elamina the spire dragon is no longer harassed.
Ivawyn uses No Hope.
Elamina the spire dragon loses all hope of winning!
Ivawyn uses Lucid Shot.
Elamina the spire dragon casts Manathrust.
Mirror Image (Elamina the spire dragon) casts Manathrust.
Ivawyn calms down.
Ivawyn is no longer resonating.
Talent Implant: Medical Injector is ready to use.
Mirror Image (Elamina the spire dragon) hits Ivawyn for (17 flat reduction), 0 arcane (0 total damage).
Burning from Elamina the spire dragon hits Ivawyn for (45 flat reduction), 79 cold (79 total damage).
Elamina the spire dragon hits Ivawyn for (45 flat reduction), 218 cold (218 total damage).
Ivawyn the level 48 orc psyshot was iced to death by Elamina the spire dragon on level 2 of Ureslak's Host.
























































































































































