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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Portable Item Vault 1.7.4Add a portable item vault to your inventory! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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.
Shared Stash 1.7.6About: After half a day diving in documentations and source code of other addons (original Items Vault included) this is what I managed to put together. Shared Stash features: From Russia with love. Changelog: 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 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Orcs |
| Mode | Normal Exploration |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Sawbutcher |
| Level / Exp | 27 / 70% |
| Size | huge |
| Lifes / Deaths | Killed by steam giant gunslinger at level 4 on the 11st Retaking 124th year of Ascendancy at 22:16 / 25Killed by High Guard Talosis at level 5 on the 12nd Retaking 124th year of Ascendancy at 04:36 Killed by sun-mage recruit at level 7 on the 15th Retaking 124th year of Ascendancy at 06:50 Killed by sun-mage at level 7 on the 15th Retaking 124th year of Ascendancy at 14:41 Killed by Mduel the shalore at level 10 on the 43rd Retaking 124th year of Ascendancy at 09:16 Killed by Behraiel the shalore at level 10 on the 4th Revenge 124th year of Ascendancy at 06:15 Killed by Behraiel the shalore at level 10 on the 4th Revenge 124th year of Ascendancy at 06:45 Killed by Ardth the shalore at level 10 on the 4th Revenge 124th year of Ascendancy at 07:12 Killed by Ardth the shalore at level 10 on the 4th Revenge 124th year of Ascendancy at 07:32 Killed by Ardth the shalore at level 10 on the 4th Revenge 124th year of Ascendancy at 08:49 Killed by Salath the shalore at level 10 on the 11st Revenge 124th year of Ascendancy at 13:52 Killed by Speldar the shalore at level 10 on the 25th Revenge 124th year of Ascendancy at 21:05 Killed by Amindriin the shalore at level 11 on the 25th Revenge 124th year of Ascendancy at 21:36 Killed by Laron the shalore at level 11 on the 43rd Revenge 124th year of Ascendancy at 17:59 Killed by Aerinen the shalore at level 11 on the 45th Revenge 124th year of Ascendancy at 13:09 Killed by Aerinen the shalore at level 11 on the 45th Revenge 124th year of Ascendancy at 13:42 Killed by Kurk at level 15 on the 51st Pain 124th year of Ascendancy at 09:26 Killed by ritch hunter at level 17 on the 17th Dearth 124th year of Ascendancy at 10:32 Killed by Gawe the ritch hunter at level 18 on the 19th Dearth 124th year of Ascendancy at 02:41 Killed by fire drake at level 25 on the 8th Loss 124th year of Ascendancy at 10:40 Killed by greater multi-hued wyrm at level 25 on the 8th Loss 124th year of Ascendancy at 12:35 Killed by worm that walks at level 26 on the 9th Loss 124th year of Ascendancy at 08:08 Killed by umbral horror at level 27 on the 11st Loss 124th year of Ascendancy at 04:58 Killed by armoured skeleton warrior at level 27 on the 20th Loss 124th year of Ascendancy at 11:32 Killed by Olai the human at level 27 on the 39th Loss 124th year of Ascendancy at 07:32 |
Primary Stats
| Strength | 86 (base 48) |
| Dexterity | 34 (base 32) |
| Constitution | 58 (base 32) |
| Magic | 13 (base 10) |
| Willpower | 39 (base 10) |
| Cunning | 36 (base 18) |
Resources
| Life | -251/954 |
| Steam | 100/100 |
| Healing Factor | 1.4201153609709 |
| Regeneration | 66.207887034868 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 134 |
| Accuracy | 51 |
| Crit Chance | 13% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 62 |
| Accuracy | 51 |
| Crit Chance | 12% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Light | +22% |
| Physical | +6% |
| Fire | +10% |
| Nature | +9% |
Offense: Damage Penetration
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 24.713621796995 (30%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 33 |
| Physical Save | 47 |
| Spell Save | 29 |
| Mental Save | 31 |
Defense: Resistances
| Cold | + 63%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 10%( 70%) |
| Darkness | + 14%( 70%) |
| Physical | + 36%( 70%) |
| Fire | + 33%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 27% |
| Pinning Resistance | 61% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 79% |
Inscriptions (4/4)
| 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 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Constitution stat. |
| 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 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. 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 124% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Battlefield management | 1.66 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Sawmaiming | 1.66 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| Steamtech / Butchery | 1.66 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| beneficial effect | Increases all saws talent levels by 36%. Overcharge Saws |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target has been splashed with acid, reducing armour by 27% (9). Armor Corroded |
| beneficial effect | The target has 41 increased life regeneration. Recovery |
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 need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You must explore the Yeti Cave and destroy the patriarch! | 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. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | dreamer's pair of hardened leather boots of rushing (0 def, 3 armour) 2.0 T3 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Str +4 Wil +4 Cun +2 Con ----- def ----- Armour +3 Phys.save +10 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Rocket Boots Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | void-walker's brass lantern of the moons2.0 T1 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +5% cold +6% light +6% temporal Affinity +5% darkness Def/telep +11 Res/telep +11% Dur/telep +13% ---------- misc Light +3 Infravis +2 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 61.08 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Brightguile the hardened leather hat (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Res.pen +25% fire Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 49% * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Fatigue +3% Resists +15% fire ---------- misc Stam/ret +1.30 Equi/ret +1.60 A hat made of leather. Very stylish. |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% ---------- misc Talents +1 Sand Shredder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 168.15 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 53 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Bregydir the Oakquake0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Cun +6 Wil dps ---------- Dmg.mod +9% nature Melee Ret 4 light ----- def ----- Max.HP +22.00 Disarm- +27% Pinning- +29% Knockbk- +29% Rings make your fingers look great! |
| On fingers | solipsist's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +6 Cun dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 19 light Ranged+ 10 light Dmg.mod +12% light Rings make your fingers look great! |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | reinforced voratun steamsaw of winter (38-57 power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +88 Uses 1.0 Steam When used to Attack: Block +72 Melee+ +10 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 117 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +10 Defense +10 (+4 eff.) Fatigue +12% Resists +13% cold ---------- 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! This item has been sent to the Item's Vault. |
| Around waist | noble's rough leather belt of the giants1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.pwr +3 (+1 eff.) Against +15% Summoned ----- def ----- D.Red.from +15% Summoned Spell.save +7 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | windwalling stralite steamsaw of shrapnel (30-46 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego++] Master/Psionic/Steamtech Power 30.5 - 45.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 Uses 1.0 Steam When used to Attack: Melee+ +15 physical While equipped: Stats +3 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 234 physical damage over 5 turns (1/turn) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +12% physical Shield.near.proj +29 Proj.slow +18% ---------- 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! |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Main armor | marauder's hardened leather armour of command (20 def, 11 armour)9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +6 Str +5 Dex +2 Cun ----- def ----- Armour +11 Defense +20 (+7 eff.) Fatigue +8% Phys.save +9 (+3 eff.) Mind.save +12 (+6 eff.) A suit of armour made of leather. |
Inventory
steam generator implant (steam 7)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, darkness, temporal, fire, mind, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 2 physical, 3 darkness, 4 temporal, 5 fire, 5 mind, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 170; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 170 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 308; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 308 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 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. |
Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+4 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? |
archmage's copper amulet of the eclipse0.1 T1 amulet jewelry [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +4 (+4 eff.) Melee+ 6 light 6 darkness Dmg.mod +5% acid +5% light +5% fire +5% cold +5% lightning +6% darkness On Melee Ret: * 6% chance to blind * 5% chance to reduce damage dealt by 19% Amulets make your neck look great! |
starlit steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +10% darkness Blind- +20% Amulets make your neck look great! |
vitalizing copper amulet of vision0.1 T1 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Max.HP +30.00 HP.reg +1.00 Blind- +11% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
vitalizing gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+2 eff.) Max.HP +43.00 HP.reg +1.00 Blind- +22% ---------- misc Infravis +4 Sight +2 See.Invis +6 Amulets make your neck look great! |
The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: ----- def ----- Spell.save +7 (+3 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 10 light Ranged+ 11 light Dmg.mod +11% light Rings make your fingers look great! |
mule's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Fatigue -5% Resists +20% fire ---------- misc Max.enc +21 Rings make your fingers look great! |
titan's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +4 (+1 eff.) Rings make your fingers look great! |
treant's gold ring of life0.1 T3 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +5% nature +10% blight Max.HP +48.00 HP.reg +9.00 Heal.mod +13% Poison- +15% Disease- +16% Rings make your fingers look great! |
treant's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: dps ---------- Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +12 (+4 eff.) Resists +7% nature +7% blight Poison- +19% Disease- +10% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 86% 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! |
Bogsnake (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Psionic Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 49% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +1 Dex dps ---------- Melee Ret 4 nature ----- def ----- Resists +3% temporal +6% light +9% mind Spell.save +9 (+4 eff.) Massive two-handed battleaxes. |
Dagger of the Past (25-32 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
warbringer's dwarven-steel dagger of crippling (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +7.0% Phys.pwr +5 (+1 eff.) Res.pen +5% physical ----- def ----- Disarm- +17% Sharp, short and deadly. |
Spellcrusher (32-48 power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+7 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
acidic dwarven-steel mace of massacre (33-46 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane/Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Blunt and deadly. |
Berafang the yew vilestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +12 Mag +12 Wil +9 Cun dps ---------- Spell.crit +3% Spell.pwr +25 (+16 eff.) S.pwr/crit +5 Dmg.mod +20% fire Res.pen +25% arcane ----- def ----- Anom.red +5 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.33 Max.mana +18.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Bethira' (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +20% physical Res.pen +10% mind Apr +2 On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Defense +6 (+2 eff.) Resists +9% mind +1% physical ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 47.50 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
blazebringer's steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Crit.r2 +20 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +3% Res.pen +8% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced dwarven-steel steamgun of true flight4.0 T3 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Str +3 Dex +8 Mag +8 Wil +4 Cun +5 Con dps ---------- Phys.crit +6.0% Acc +8 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
fungal iron steamgun of tinkering (+3)4.0 T1 steamgun 1H weapon Reqs Shoot [Ego] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun +2 Con dps ---------- Steampwr +6 (+3 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 90 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
gunslinger's iron steamgun of fire4.0 T1 steamgun 1H weapon Reqs Shoot [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +5 fire Uses 2.0 Steam While equipped: dps ---------- Steampwr +5 (+2 eff.) Dmg.mod +9% physical +9% fire ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
penetrating dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon Reqs Shoot [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% physical +7% all Acc +10 (+3 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of cold4.0 T2 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 cold Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's dwarven-steel steamgun of enduring4.0 T3 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Crit.r2 +12 lightning +14 cold Uses 2.0 Steam While equipped: Stats +7 Wil +8 Con dps ---------- Mov.spd +24% Res.pen +9% lightning +16% cold ----- def ----- Max.HP +30.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
corrosive dwarven-steel steamsaw of cold resistance (+12%) (20-29 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Arcane/Master/Steamtech Power 19.5 - 29.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +43 Uses 1.0 Steam When used to Attack: Melee+ +12 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 17% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% acid +21% cold ---------- 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! |
dwarven-steel steamsaw 'Dawnblack' (19-28 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 19.0 - 28.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Melee+ +8 mind Uses 1.0 Steam While equipped: Stats +1 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +12% light +18% fire Mind.save +3 (+2 eff.) ---------- misc Max.hate +4.00 Light +1 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! |
steel steamsaw of massacre (22-32 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- 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! |
windwalling dwarven-steel steamsaw of enduring (21-32 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Power 21.0 - 31.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +44 Uses 1.0 Steam When used to Attack: Melee+ +13 physical While equipped: Stats +11 Wil +8 Con ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +14% physical Shield.near.proj +30 Proj.slow +13% Max.HP +28.00 ---------- 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! |
Lightscar1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +5 (+3 eff.) Res.pen +25% acid Melee Ret 6 mind ----- def ----- Phys.save +7 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 A belt that goes around your waist. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +5% blight D.Red.from +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Shadowsage (3 def, 8 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +3 Str +1 Dex +6 Cun +2 Con dps ---------- Dmg.mod +9% acid +3% darkness Acc +6 (+2 eff.) Apr +3 On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +8 Defense +3 (+1 eff.) Resists +3% darkness +17% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of sorcery (10 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Wil +2 Mag dps ---------- Spell.crit +6% ----- def ----- Defense +10 (+4 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient kruk cloak of Iron Throne (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Max.HP +32.00 A stylish kruk-style cloak, to look awesome. |
thick cashmere cloak of the voidstalker (2 def, 7 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +13% temporal +16% darkness +12% cold Def/telep +15 Res/telep +12% Dur/telep +19% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Duathelsteel of the Blightspawn (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% darkness +13% fire Res.pen +20% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 19% On Melee Ret: * 29% chance to reduce damage dealt by 19% * 26% chance to reduce strength, dexterity, and constitution by 8 ----- def ----- Resists +17% blight +19% fire +9% all Max.HP +96.00 HP.reg +4.10 Heal.mod +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +11 (+9 eff.) Dmg.mod +5% all ----- def ----- Resists +11% mind +11% darkness +9% all Phys.save +12 (+4 eff.) Spell.save +11 (+5 eff.) Mind.save +23 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven Robe of the Worm of life (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +5% blight +7% all Mind.save +16 (+8 eff.) Max.HP +43.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven linen robe of Linaniil (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane/Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +17 (+12 eff.) Dmg.mod +6% lightning +5% physical +6% cold ----- def ----- Resists +5% lightning +7% cold +7% all ---------- misc Mana/turn +0.12 Max.mana +46.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant Robe of the Worm of life (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +5% blight +7% all Max.HP +48.00 HP.reg +1.80 Heal.mod +11% Poison- +22% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +24% nature ----- def ----- Resists +5% blight +15% all Max.HP +40.00 HP.reg +2.00 Heal.mod +10% Poison- +33% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
restorative pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Nature While equipped: Stats +2 Wil +2 Mag ----- def ----- Armour +1 HP.reg +3.00 Heal.mod +11% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
Assassin's Surprise (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Cun dps ---------- Melee+ 10 poison ----- def ----- Armour +4 Poison- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire a poisonous bolt out to range 6 that deals 11 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 34 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+1 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
alchemist's dwarven-steel gauntlets of archery (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Dex +2 Mag +2 Wil +3 Cun dps ---------- Melee+ 4 acid 5 fire 4 lightning 5 cold Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Delunarithad (30 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Dex +8 Wil +3 Cun dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +4 Defense +30 (+10 eff.) Fatigue +4% Die.at -20.00 life ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gigantir the Demonbearer (6 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% mind Acc +4 (+1 eff.) Melee Ret 4 nature On Hit (Melee): * 10% chance to reduce damage dealt by 19% On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+2 eff.) Fatigue +3% Resists +12% darkness +6% nature +3% mind A hat made of leather. Very stylish. |
Rhamayon the Dusksever (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Res.pen +15% darkness On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +3% fire Phys.save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
dwarven-steel helm of knowledge (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of command (10 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +13 Defense +10 (+4 eff.) Fatigue +12% Mind.save +15 (+8 eff.) A suit of armour made of mail. |
prismatic hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +11% darkness +6% mind +12% light Mind.save +10 (+5 eff.) A suit of armour made of leather. |
troll-hide cured leather armour of Eyal (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +56.00 HP.reg +6.70 Heal.mod +21% A suit of armour made of leather. |
Blazeoath the steel plate armour (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: Stats +7 Con dps ---------- Dmg.mod +12% lightning +12% temporal ----- def ----- Armour +14 Fatigue +23% Resists +6% acid -14% light +7% fire +7% arcane +6% darkness Phys.save +15 (+5 eff.) Spell.save +21 (+10 eff.) Mind.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of metal plates. |
Smearworm (0 def, 15 armour, 30-36 power, 118 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +118 While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Armour +15 Fatigue +8% Resists +6% lightning +12% physical ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling stralite shield of resistance (0 def, 8 armour, 45-54 power, 148 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Nature/Psionic When used to Attack: Power 45.0 - 54.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +148 Melee+ +19 physical While equipped: Stats +4 Wil ----- def ----- Armour +8 Fatigue +8% Resists +7% acid +13% physical +11% cold +8% lightning +5% fire Shield.near.proj +86 Proj.slow +19% ---------- misc Talents +1 Block Handheld deflection devices. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
45 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
33 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
23 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 55% cooldown modifier. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 155] simple healing salve [power 155]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 55% cooldown modifier. Heal 155 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Frozen Shards (25/25, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
hateful pouch of dwarven-steel shots of corruption (20/20, 35-42 power, 3 apr)3.0 T3 shot ammo [Ego++] Arcane/Psionic Power 35.0 - 42.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 Ranged+ +8 darkness Against +6% Living On Hit: 20% Curse of Death 3 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots (22/22, 33-40 power, 3 apr)3.0 T3 shot ammo [Ego+] Psionic Power 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 137 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of crippling (12/20, 32-38 power, 3 apr)3.0 T3 shot ammo [Ego++] Master/Psionic Power 32.0 - 38.4 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 20 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 137 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
iron torque of mindblast [power 110] (23/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (23/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Item Vault (Portable) Item Vault (Portable)0.0 vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
29 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
focusing ash wand of shielding [power 194] (23/20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Across the Narrow Sea (Exploration mode)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Kurk the Kruk Yeti Sawbutcher level 8
16th Retaking 124th year of Ascendancy at 18:28 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Kurk the Kruk Yeti Sawbutcher level 10
16th Retaking 124th year of Ascendancy at 18:28 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Kurk the Kruk Yeti Sawbutcher level 20
19th Dearth 124th year of Ascendancy at 22:13 see stats
This will make a big Omelette! (Exploration mode)
Collected 40 ritch eggs in the Ritch Hive.By Kurk the Kruk Yeti Sawbutcher level 19
19th Dearth 124th year of Ascendancy at 05:41 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Kurk the Kruk Yeti Sawbutcher level 13
50th Pain 124th year of Ascendancy at 09:50 see stats
Log
Ran for 2 turns (stop reason: hostile spotted to the northeast (Olai the human)).
Olai the human uses Perfect Strike.
Olai the human aims carefully.
Olai the human starts to bleed.
Kurk's armor corrodes!
Olai the human is dazed!
Olai the human HEALS from light damage!
Kurk receives 55 healing.
Kurk hits Olai the human for 118 physical, 13 light, 8 healing, 55 physical, 13 light, 8 healing (199 total damage) [16 healing].
Tempest of Metal hits Olai the human for 21 physical, 13 light, 8 healing, 9 physical, 13 light, 8 healing (57 total damage) [16 healing].
Olai the human uses Block.
Kurk receives 55 healing.
Kurk hits Olai the human for (19 blocked), 0 fire (0 total damage).
Bleeding from Kurk hits Olai the human for (2 blocked), 0 physical (0 total damage).
Olai the human slows down.
Olai the human's is vulnerable to attacks and effects!
Olai the human HEALS from light damage!
Kurk hits Olai the human for (95 blocked), 0 physical, (13 blocked), 0 light, 8 healing, (39 blocked), 0 physical, (13 blocked), 0 light, 8 healing (0 total damage) [16 healing].
Tempest of Metal hits Olai the human for (32 blocked), 0 physical, (13 blocked), 0 light, 8 healing, (12 blocked), 0 physical, (13 blocked), 0 light, 8 healing (0 total damage) [16 healing].
Talent Infusion: Healing is ready to use.
Kurk hits Olai the human for (19 blocked), 0 fire (0 total damage).
Olai the human uses Assault.
Olai the human is not dazed anymore.
Olai the human is filled with the Sun's fury!
Olai the human performs a melee critical strike against Kurk!
Kurk is recovering from the damage!
Olai the human performs a melee critical strike against Kurk!




























































































































