

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. 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: 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:
Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
Campaign | Orcs |
Mode | Normal Roguelike |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 50 / 785% |
Size | big |
Lifes / Deaths | Killed by Gonk's Inner Demon at level 50 on the 17th Destruction 124th year of Ascendancy at 20:21 / 1 |
Primary Stats
Strength | 68 (base 29) |
Dexterity | 113 (base 60) |
Constitution | 101 (base 60) |
Magic | 25 (base 10) |
Willpower | 27 (base 10) |
Cunning | 128 (base 60) |
Resources
Life | -220/1441 |
Steam | 100/100 |
Healing Factor | 1.632869574774 |
Regeneration | 10.161117320151 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +8.2156503822262E-13% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 5 |
See Stealth | 10 |
Offense: Mainhand
Damage | 119 |
Accuracy | 68 |
Crit Chance | 88% |
APR | 34 |
Speed | 1.00 |
Offense: Offhand
Damage | 119 |
Accuracy | 68 |
Crit Chance | 88% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 47% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Lightning | +18% |
Light | +45% |
Temporal | +10% |
Nature | +12% |
Physical | +5% |
Fire | +29% |
All | 0% |
Offense: Damage Penetration
Darkness | +17% |
Fire | +22% |
Physical | +33% |
Cold | +22% |
All | +7% |
Defense: Base
Armour (hardiness) | 81 (38.594633868923%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 1.9238052216851 |
Physical Save | 69 |
Spell Save | 28 |
Mental Save | 53 |
Defense: Resistances
Acid | + 24%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 38%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 6%( 70%) |
Temporal | + 15%( 70%) |
Physical | + 18%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 64%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Pinning Resistance | 83% |
Teleport Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Poison Resistance | 20% |
Knockback Resistance | 25% |
Inscriptions (3/3)
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 14.1 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.1 steam per turn. Can be activated for an instant burst of 80 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 235% efficiency and cooldown mod of 99%. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Avoidance | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Gunner training | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 5/5 |
| 2/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
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. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'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 |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! | 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 | ![]() 2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +4 Cun +4 Con offense ------ Physical Crit +8.0% Physical Power +9 (+2 eff.) Damage +9% nature Ignore resists +15% cold +11% physical Ignore Armor +5 When Hit 10 cold defense ------ Armor +4 Physical save +36 (+9 eff.) Mind save +18 (+6 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Ego++] Arcane/Master Weapon Damage 66.5 - 79.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +22.0% Capacity 23 On Hit: 20% Curse of Vulnerability level 5 On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +35% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +13 See Stealth +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 113, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 13 radius cone with a 130% chance to blind (based on lite radius), dealing 365.70 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 | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +10 Dex +22 Cun +5 Con offense ------ Ignore resists +15% fire Ignore Shields +30% Ignore Armor +6 defense ------ Armor +9 Fatigue +5% Resistance +6% lightning Mind save +17 (+6 eff.) other ------- Mana/turn +0.12 Infravision +2 A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ On-Hit 12 nature Damage +3% nature defense ------ Armor +15 Defense +30 (+6 eff.) Resistance +9% nature Spell save +18 (+9 eff.) Poison Resist +20% Pinning Resist +20% other ------- Talents +5 Hand Cannon 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. |
Tool | ![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+3 eff.) Mindpower +10 (+3 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 5.0 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +8 Dex offense ------ Accuracy +14 (+4 eff.) Ignore Armor +10 defense ------ Defense +10 (+2 eff.) 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 138% 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 | ![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +18% lightning +19% fire Ignore resists +15% physical Ignore Armor +3 defense ------ Armor +6 Resistance +24% acid +50% fire +5% arcane Physical save +15 (+4 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 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? |
In main hand | ![]() 6.0 Encumbrance T5 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +35 Critical Rate +20.0% Attack Speed 100% Damage Multiplier 120% Range +7 Projectile Speed +600% On Critical: * Boom. Uses 2.0 Steam "I never really liked that village anyway." - Charlta, Mad Inventor |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Master While equipped: Stats +10 Dex +9 Cun +8 Lck offense ------ Physical Crit +9.0% Mind Crit +8% When Hit 4 light On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +11 (+2 eff.) Resistance +10% fire +6% light +8% cold Slow Projectiles +25% Stealth +9 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Disarm Traps +11 Infravision +3 A belt that goes around your waist. |
In off hand | ![]() 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: * chills your foe dealing 53 damage and slowing them by one tenth of a turn Uses 2.0 Steam While equipped: Stats +6 Str +9 Dex +9 Mag +9 Wil +11 Cun +9 Con offense ------ Physical Crit +11.0% Accuracy +11 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +11 Defense +22 (+4 eff.) Resistance +15% physical +20% nature +20% cold Physical save +44 (+11 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 1.7 Power cost 60 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 104 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +7 Str +15 Dex +7 Mag +7 Wil +16 Cun offense ------ When Hit 50 physical defense ------ Armor +36 Defense +30 (+6 eff.) Fatigue +9% Life +44.00 A suit of armour made of leather. |
Inventory
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) Accuracy +9 (+2 eff.) Ignore Armor +7 defense ------ Defense +7 (+1 eff.) 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 138% 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! |
![]() 0.1 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" |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +8 Con offense ------ Physical Power +9 (+2 eff.) Damage +29% nature Ignore resists +5% cold defense ------ Resistance +12% blight +9% fire +58% nature Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature Weapon Damage 16.0 - 17.6 Nature Uses 50% Wil, 30% Cun 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: Stats +2 Cun offense ------ Mind Crit +5% Mindpower +30 (+7 eff.) On-Hit (Melee): * 21% chance to reduce armor by 39% defense ------ Resistance +21% nature +12% light Life +85.00 Life Regen +2.00 Silence Resist +21% Disarm Resist +21% Pinning Resist +21% other ------- 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. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 175% Range +3 Projectile Speed +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +6 Str +5 Dex +5 Mag +5 Wil +5 Cun +4 Con offense ------ Ignore resists +6% all Accuracy +5 (+1 eff.) Ignore Armor +5 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Random Unique] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Damage Against +0% Undead +0% Demon +0% Horror Uses 2.0 Steam While equipped: Stats +1 Str +3 Dex +1 Mag offense ------ Physical Crit +2.0% Damage +14% physical Accuracy +9 (+2 eff.) defense ------ Resistance +6% light +3% darkness +5% arcane other ------- Infravision +3 Cooldown Fragmentation Shot -2 Pin Down -1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 100% Range +7 Projectile Speed +600% Damage Against +25% Undead On Critical: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +3 Str +7 Dex +5 Mag +6 Wil +4 Cun +8 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Ego++] Disrupt/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Cun +4 Wil offense ------ Physical Crit +9.0% Mindpower +11 (+3 eff.) Accuracy +8 (+2 eff.) On-Hit (Ranged): * 11 arcane resource burn other ------- Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
![]() 9.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Damage Multiplier 125% Range +6 Projectile Speed +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Unique] Psionic/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 110% Range +10 Projectile Speed +600% On Hit: * deal 76.00 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: offense ------ Steam Crit +5% Mind Crit +5% Steampower +15 (+3 eff.) Mindpower +15 (+4 eff.) other ------- Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +15 draining blight On-Hit, radius 1 +0 20% chance of physical repulsion On Critical: * project a beam of lightning Uses 2.0 Steam While equipped: offense ------ Ignore resists +12% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 41.0 - 49.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +15.0% Capacity 17 On-ranged-hit +16 cold On-Hit, radius 1 +4 lightning +16 fire On-crit, radius 2 +20 lightning On Critical: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego+] Master Weapon Damage 52.5 - 63.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +14.5% Capacity 21 Projectile Speed +200% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego] Arcane/Master Weapon Damage 63.5 - 76.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 22 On-hit +5 temporal On-ranged-hit +5 temporal On Hit: * 13% chance to gain 10% of a turn (3/turn limit) While equipped: Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +27% acid When Hit: * 8% chance to slow global speed by 70% * 8 arcane resource burn defense ------ Resistance +40% acid +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: offense ------ When Hit 0 physical defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Life +64.00 Life Regen +5.00 Healmod +24% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Rare] Psionic While equipped: Stats +8 Cun +2 Wil offense ------ Mindpower +25 (+6 eff.) Damage +18% acid Ignore resists +15% nature When Hit 10 acid 0 physical On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Armor +14 Defense +20 (+4 eff.) Fatigue +8% Mind save +19 (+6 eff.) other ------- Max hate +8.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature/Master While equipped: offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% When Hit 0 physical defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Life Regen +4.90 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
![]() 14.0 Encumbrance T4 heavy armor [Ego++] Arcane/Master While equipped: offense ------ On-Hit 13 acid 12 fire When Hit 14 acid 11 fire 0 physical defense ------ Armor +17 Defense +4 (+1 eff.) Fatigue +6% Resistance +17% acid +19% fire Physical save +6 (+2 eff.) A suit of armour made of mail. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +9 Str +4 Mag +4 Wil offense ------ Spell Crit +3% Critical power +21.35% Ignore resists +27% blight defense ------ Defense +15 (+3 eff.) Resistance +15% fire +13% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
![]() 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 (+3 eff.) Has a 50% chance each turn to slash an adjacent enemy for 244 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. |
![]() 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 +0% cold +15% mind +0% nature Physical save +10 (+3 eff.) Spell save +10 (+5 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 74 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. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +6 (+1 eff.) Accuracy +5 (+1 eff.) Ignore Armor +8 When Hit: * 18 arcane resource burn defense ------ Armor +2 Resistance +6% blight Spell save +22 (+11 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Psionic While equipped: Stats +3 Str +5 Con offense ------ On-Hit 12 lightning 8 mind Damage +8% lightning +9% mind Accuracy +8 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +7% lightning +8% mind Crit Resistance 5.00% Physical save +8 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +30% other ------- Infravision +3 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. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +3 Str +0 Cun +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +8 Defense +6 (+1 eff.) Fatigue +3% Resistance +2% all Physical save +7 (+2 eff.) A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +5 Str +14 Dex +4 Cun offense ------ Damage +9% light Ignore resists +5% light Ignore Armor +6 When Hit 4 light On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 29 defense ------ Armor +3 Fatigue +3% Resistance +9% blight Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 278.0 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-2 eff.) Mindpower -10 (-2 eff.) defense ------ Defense -10 (-2 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. |
![]() 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! |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: offense ------ Damage +0% light other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -4% other ------- Encumbrance +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 20 physical defense ------ Armor +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 30 physical defense ------ Armor +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +6 (+2 eff.) Pinning Resist +10% Knockbk Resist +10% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +6 Cun defense ------ Mind save +9 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +8% light other ------- Light +2 See Stealth +4 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Damage Against +14% Undead +14% Demon +14% Horror Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 30] simple frost salve [power 30]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 99% cooldown modifier. Remove 1 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 830] amazing healing salve [power 830]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 235% efficiency and 99% cooldown modifier. Heal 830 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 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. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Gonk the Orc Gunslinger level 37
2nd Loss 124th year of Ascendancy at 04:50 see stats
By Gonk the Orc Gunslinger level 13
29th Retaking 124th year of Ascendancy at 03:12 see stats
By Gonk the Orc Gunslinger level 30
33rd Pain 124th year of Ascendancy at 05:26 see stats
By Gonk the Orc Gunslinger level 29
32nd Pain 124th year of Ascendancy at 15:09 see stats
By Gonk the Orc Gunslinger level 34
49th Dearth 124th year of Ascendancy at 21:39 see stats
By Gonk the Orc Gunslinger level 10
21st Retaking 124th year of Ascendancy at 05:23 see stats
By Gonk the Orc Gunslinger level 20
36th Revenge 124th year of Ascendancy at 01:27 see stats
By Gonk the Orc Gunslinger level 30
33rd Pain 124th year of Ascendancy at 01:47 see stats
By Gonk the Orc Gunslinger level 40
11st Loss 124th year of Ascendancy at 23:03 see stats
By Gonk the Orc Gunslinger level 50
11st Destruction 124th year of Ascendancy at 09:25 see stats
By Gonk the Orc Gunslinger level 50
13rd Destruction 124th year of Ascendancy at 04:54 see stats
By Gonk the Orc Gunslinger level 50
13rd Destruction 124th year of Ascendancy at 04:54 see stats
By Gonk the Orc Gunslinger level 32
37th Pain 124th year of Ascendancy at 01:35 see stats
By Gonk the Orc Gunslinger level 50
12nd Destruction 124th year of Ascendancy at 11:37 see stats
By Gonk the Orc Gunslinger level 31
35th Pain 124th year of Ascendancy at 16:38 see stats
By Gonk the Orc Gunslinger level 35
51st Dearth 124th year of Ascendancy at 06:32 see stats
By Gonk the Orc Gunslinger level 50
14th Destruction 124th year of Ascendancy at 23:54 see stats
By Gonk the Orc Gunslinger level 40
13rd Loss 124th year of Ascendancy at 09:35 see stats
By Gonk the Orc Gunslinger level 17
31st Revenge 124th year of Ascendancy at 05:11 see stats
Log
Gonk's Inner Demon uses Orcish Fury.
Gonk's Inner Demon enters a state of bloodlust.
Deep Wound from Gonk's Inner Demon hits Gonk for (51 flat reduction), 0 physical (0 total damage).
Burning from Gonk's Inner Demon hits Gonk for (27 flat reduction), 0 fire (0 total damage).
Burning from Gonk hits Gonk's Inner Demon for (17 flat reduction), 0 fire (0 total damage).
Burning from Gonk hits Gonk's Inner Demon for (19 flat reduction), 0 fire (0 total damage).
Burning from Gonk hits Gonk's Inner Demon for (19 flat reduction), 0 fire (0 total damage).
Nightmare horror uses Waking Nightmare.
Nightmare horror's mind surges with critical power!
Gonk is lost in a nightmare.
Nightmare horror deactivates Stealth.
Gonk's Awesome Toss misses Gonk's Inner Demon.
Gonk's Inner Demon uses Hand Cannon.
Gonk's Inner Demon performs a melee critical strike against Gonk!
Gonk's Inner Demon misses Gonk.
Gonk's Inner Demon's Awesome Toss performs a ranged critical strike against Gonk!
Gonk is no longer dominated.
Gonk roars with rage shaking off 1 mental debuffs!
Gonk's Inner Demon surges with earthen power!
Gonk's Inner Demon stops burning.
Gonk shrugs off Gonk's Inner Demon's 'Deep Wound'!
Gonk's Inner Demon's Awesome Toss performs a ranged critical strike against Gonk!
Gonk's Inner Demon roars triumphantly.
Gonk's Inner Demon hits Gonk for (53 flat reduction), 117 physical, (6 flat reduction), 0 nature, (14 flat reduction), 0 physical (117 total damage).
Gonk's Inner Demon's Awesome Toss hits Gonk for (53 flat reduction), 365 physical (365 total damage).
Elemental Surge hits Gonk for (53 flat reduction), 178 physical (178 total damage).
Gonk's Inner Demon's Awesome Toss hits Gonk for (53 flat reduction), 761 physical, (24 flat reduction), 0 cold (761 total damage).
Melee retaliation hits Gonk's Inner Demon for (19 flat reduction), 0 physical, (2 flat reduction), 0 light, (3 flat reduction), 0 cold, (10 flat reduction), 0 physical (0 total damage).
Gonk the level 50 orc gunslinger was splattered to death by a Gonk's Inner Demon on level 3 of The Slumbering Caves.
Gonk deactivates his cloak's restoration systems.