
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Telekinetically Swap Tinkers 1.7.0Applies the existing "Gameplay | Swap tinkers" game option when wielding objects in the telekinetic slot via the Telekinetic Grasp talent, so that attached tinkers will (if requested) be transferred automatically from the old telekinetically-wielded item to the new one. (NOTE: If you are using this addon in conjunction with Use Item Shortcuts, you should upgrade the latter to release 2.13.0 or later. Similarly, if you are using this addon in conjunction with ZOmnibus Addon Pack or ZOmnibus Lite, you should upgrade the latter to release 17.7.4 or later.) 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:
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:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Improved Auto-explore and Rest vNext 1.7.6Quality of Life improvements for resting and auto-exploring. All credit to improved-restauto & the many authors who actually wrote this. 0.0.1: - Tweak Player.lua code to match latest code from upstream - Remove Restart Sustains compatibility which really just dropped this Mods entire reason for existing - Remove PartyLore which did nothing different than upstream, but lost some functionality - Update PlayerExplore from upstream See "improved-restauto" http://forums.te4.org/viewtopic.php?f=50&t=44401 for orig version Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Allow Transmo Schematics 1.7.6Allows schematics in the transmo chest. 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. Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Auto Loot Transmo Copy 1.7.4This addon is developed to fix some bugs for Auto Loot Transmo by helminthauge. 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 Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 17 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Gona the large white snake at level 11 on the 5th Profit 122nd year of Ascendancy at 13:00 0 / 6Killed by Wrathroot at level 11 on the 5th Profit 122nd year of Ascendancy at 22:43 Killed by Isille the assassin at level 13 on the 6th Profit 122nd year of Ascendancy at 19:01 Killed by Elowyn the netherworm mass at level 17 on the 19th Profit 122nd year of Ascendancy at 17:45 Killed by Adariawe the worm that walks at level 17 on the 20th Profit 122nd year of Ascendancy at 04:35 Killed by Lashing Tentacle at level 17 on the 20th Profit 122nd year of Ascendancy at 06:18 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 14 (base 12) |
| Constitution | 15 (base 12) |
| Magic | 40 (base 39) |
| Willpower | 41 (base 25) |
| Cunning | 25 (base 19) |
Resources
| Life | -126/460 |
| Mana | 320/527 |
| Equilibrium | 56 |
| Psi | 112/131 |
| Healing Factor | 1.1560311219418 |
| Regeneration | 0.28900778048545 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 39 |
| Accuracy | 42 |
| Crit Chance | 14% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 42 |
| Crit Chance | 15% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Nature | +23% |
| Fire | +3% |
| Arcane | +27% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| Mind | +15% |
| Arcane | +10% |
| Cold | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 29 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 26 |
| Physical Save | 28 |
| Spell Save | 37 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 25%( 70%) |
| All | + 3%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 13%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
| Pinning Resistance | 20% |
| Poison Resistance | 50% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (35 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Arcane | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eldritch stone | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| Psionic focus | Harolarath the ash magestaff, shimmering, might, magelord (118% power, 3 apr, arcane element)5.0 T2 staff 1H weapon [Random Unique] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +8% Crit.mult +5.00% Spell.pwr +12 (+4 eff.) Melee+ 19 arcane Dmg.mod +15% arcane Res.pen +10% arcane ----- def ----- Stun/Frz- +20% ---------- misc Mana/turn +0.13 Max.mana +56.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Light source | brass lantern 'Obsidianbraid', survivor2.0 T1 lite [Rare] Nature While equipped: dps ---------- Spell.crit +2% Dmg.mod +12% arcane Res.pen +15% mind On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Max.mana +80.00 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. |
| On head | cashmere wizard hat 'Freezeravager', spellwoven (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) S.pwr/crit +10 Dmg.mod +6% acid Res.pen +15% cold ----- def ----- Defense +2 (+1 eff.) Resists +18% acid ---------- misc Mana/turn +0.21 A pointy cloth hat, very wizardly... |
| On feet | pair of rough leather boots 'Kindlevengeance', stealth (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +2 Wil +2 Cun +6 Lck ----- def ----- Armour +1 Resists +6% light Stealth +6 A pair of boots made of leather. |
| Tool | steel torque of gale force 'Magmajustice', galeforce, soothing [power 160] (11/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Defense +15 (+8 eff.) Resists +3% fire +9% darkness +3% cold Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 cooldown 100% to heal for 44. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Carrionfurnace, warrior0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% nature Res.pen +5% nature +5% fire On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +6 Resists +3% nature +3% fire Rings make your fingers look great! |
| On fingers | Glorith the steel ring, psionic0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Resists +12% fire Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) Max.HP +40.00 Poison- +20% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| Around neck | stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +23% Amulets make your neck look great! |
| In main hand | Wrathroot's Barkwood (9 def, 10 armour, 133% power, 60 block)7.0 T2 shield armor Reqs Shield usage training Str 25 [Unique] Nature When used to Attack: Power 134% Range: 1.4x Uses 150% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Around waist | Vorosekira the rough leather belt, transcend1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +9% blight +3% nature Crit.chn- 5.00% Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Poison- +10% Stun/Frz- +20% A belt that goes around your waist. |
| In off hand | Fulasarach the Unlightblast, shocking (0 def, 4 armour, 111% power, 44 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 111% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 Melee+ +8 cold On Crit.r2 +4 darkness On Hit: * 10% chance to reduce damage dealt by 18% While equipped: dps ---------- Melee+ 13 lightning Dmg.mod +9% nature +3% cold Melee Ret 1 lightning ----- def ----- Armour +4 Fatigue +8% Resists +3% nature +3% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | spellcowled linen cloak of backstabbing (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Mag +2 Wil dps ---------- Crit.mult +10.00% Acc +6 (+2 eff.) Apr +6 ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Stealth +6 ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Mayiyalaith the rough leather armour, shielding (3 def, 2 armour)9.0 T1 light armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Spell.pwr +15 (+5 eff.) ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +6% arcane Spell.save +11 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of leather. |
Inventory
steam generator implant of the psychic (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 128; cd 14)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 498%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 498% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
teleportation rune of the wizard (range 73; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 73 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot that explodes on impact. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Explosive Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 72.63 physical damage. This talent does not use ammo as it is the ammo.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 10] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 magical effects and grants a fiery aura (10% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] New cloak doesn't have all the resistances you wanted? A fireproof coating it just what you need! Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude fireproof coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +5% light +5% fire Attach on item worn on slot 'cloak' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +6% lightning Stun/Frz- +10% Attach on item worn on slot 'cloak' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A powerful healing salve. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple healing salve [power 118] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 118 Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grip 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +60% ---------- misc Talents +1 Iron Grip Effective talent level: 1.0 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 160% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 11. Crush their bones!Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +4 Crit +4.0% Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Regeneration Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 143] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 143 over 5 turns Puts Talent Medical Injector on 15 cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Effective talent level: 1.0 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 100%. Each movement will leave a trail of flames doing 30.99 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all!Attach on item worn on slot 'feet' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Saw Shell Effective talent level: 1.0 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 162% physical weapon damage. The steamsaw will cut into the target, doing 81% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo.Attach on item worn on slot 'quiver' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Attaching a capacitor to your weapon in just the right way is a great way to shock your enemies. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (3) Example Item: iron shocking edge 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Fatigue +1% Attach on item worn on slot 'body' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Effective talent level: 1.0 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 125% unarmed melee damage, and if you hit, pinning them for 3 turns.Attach on item worn on slot 'hands' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Coat your weapon in a substance that will react destructively on impact, causing your attacks to burst out in an area. Requires talents: - Explosives (1) Requires ingredients: - lump of iron (3) Example Item: crude thunderclap coating 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Attach on item of type 'weapon' Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Scabstriker the gold ring, nature0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% nature Melee Ret 4 fire 10 mind 10 nature ----- def ----- Resists +37% nature Rings make your fingers look great! |
steel battleaxe of persecution (127% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt Power 127% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Against +12% Unnatural While equipped: Stats +2 Wil Massive two-handed battleaxes. |
warbringer's dwarven-steel battleaxe of erosion (140% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 141% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature While equipped: Stats +2 Con dps ---------- Phys.pwr +9 (+4 eff.) Res.pen +10% physical ----- def ----- Disarm- +20% Massive two-handed battleaxes. |
Glonne the steel dagger, hateful, arcing, elemental (112% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Psionic Power 112% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +6% Living On Hit: * 10% chance to reduce strength, dexterity, and constitution by 22 * 25% chance for lightning to strike from the target to a second target dealing 74 damage * Create an explosion dealing 74 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +8% acid Res.pen +10% acid +10% temporal ----- def ----- Resists +6% blight Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
dwarven-steel greatmaul (154% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 155% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (165% power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 165% Range: 1.6x Uses 129% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Airqueller, mighty4.0 T2 longbow 2H weapon Reqs Dex 16 [Rare] Master Acc+ +0.2% crit chance (max 25%) Apr +3 Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +3 Str dps ---------- Phys.pwr +14 (+6 eff.) Res.pen +20% lightning Apr +3 ----- def ----- Phys.save +15 (+7 eff.) Longbows are used to shoot arrows at your foes. |
dwarven-steel longsword of erosion (135% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Nature Power 136% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 nature Sharp, long, and deadly. |
Polariatha the ash starstaff, surging (118% power, 3 apr, physical element)5.0 T2 staff 2H weapon [Rare] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) S.pwr/crit +3 Dmg.mod +6% blight +15% physical Res.pen +5% arcane ----- def ----- Armour +4 Resists +15% fire Max.HP +60.00 Poison- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (127% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
steel waraxe 'Shadownigh', elemental (111% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +20 darkness On Hit: * Create an explosion dealing 74 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +11% fire Res.pen +11% fire ----- def ----- Resists +12% darkness ---------- misc Psi/ret +0.12 Max.stam +20.00 Max.psi +40.00 One-handed war axes. |
spiritwalker's hardened leather belt of the giants1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +6 Mag dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Spell.save +10 (+4 eff.) ---------- misc Mana/turn +0.10 Max.mana +29.00 Size +1 A belt that goes around your waist. |
Gurakor the linen cloak, enveloping (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Wil +3 Con ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+2 eff.) ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Samoruifang, prot (3 def, 3 armour)2.0 T1 cloth armor [Rare] Master While equipped: ----- def ----- Armour +3 Defense +3 (+2 eff.) Resists +3% temporal +7% all Phys.save +16 (+8 eff.) Die.at -40.00 life Disarm- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +5 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.14 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Glimmerblast', wanderer (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +25% blight +5% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +3 Resists +6% blight +3% cold Phys.save +15 (+7 eff.) Mind.save +17 (+9 eff.) ---------- misc Light +3 A pair of boots made of leather. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.23 to 90.69 lightning damage (60.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Kindleburst the iron helm, ground (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Mag +1 Cun +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +15% fire ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Manitar the linen wizard hat, nature (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex +2 Mag +1 Con dps ---------- Dmg.mod +11% nature +15% temporal ----- def ----- Defense +1 (+1 eff.) Resists +16% nature +3% temporal Crit.chn- 5.00% ---------- misc Infravis +2 A pointy cloth hat, very wizardly... |
rough leather hat 'Eilinylle', depths (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% acid Apr +3 ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +5% cold +3% fire ---------- misc Stam/turn +3.00 Breathe water A hat made of leather. Very stylish. |
stabilizing hardened leather cap of dexterity (+3) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +3% Phys.save +12 (+6 eff.) A cap made of leather. |
radiant dwarven-steel mail armour of command (10 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +13 Defense +10 (+5 eff.) Fatigue +12% Resists +12% blight +11% darkness Mind.save +15 (+8 eff.) ---------- misc Light +2 A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% HP.reg +2.60 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
Yvugada the Ravenbringer, exposing, scouring, shocking (0 def, 6 armour, 144% power, 83.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Random Unique] Nature/Disrupt/Psionic When used to Attack: Power 145% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 On Hit.r1 +20 darkness +4 fire While equipped: Stats +5 Con dps ---------- Melee+ 10 acid 11 nature 8 lightning Dmg.mod +6% darkness Melee Ret 9 lightning On Hit (Melee): * 8 arcane resource burn * 10% chance to reduce all saves and defense by 22 On Melee Ret: * 23% chance to reduce all saves and defense by 22 * 8 arcane resource burn ----- def ----- Armour +6 Fatigue +8% Resists +8% acid +3% fire +8% nature ---------- misc Talents +1 Block Handheld deflection devices. |
icy dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 144% power, 85.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature/Master When used to Attack: Power 144% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +86 While equipped: dps ---------- Melee+ 13 cold Melee Ret 6 ice ----- def ----- Armour +6 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's iron shield (0 def, 2 armour, 107% power, 23.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 107% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 While equipped: Stats +2 Str +2 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
151 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. |
2 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 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. |
3 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Lisaldawen', endurance (dig speed 40 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Mag ----- def ----- Fatigue -5% Resists +6% mind HP.reg +2.00 Heal.mod +10% Disease- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ememira, scorching2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +3% blight +9% fire +6% mind Max.HP +60.00 Heal.mod +5% ---------- misc 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
evasive iron torque of psionic shield [power 27] (11/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
2 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. |
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. |
3 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. |
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
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Originator Gargarok the Dwarf Adventurer level 10
2nd Profit 122nd year of Ascendancy at 19:29 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Originator Gargarok the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 16:55 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Originator Gargarok the Dwarf Adventurer level 13
8th Profit 122nd year of Ascendancy at 21:30 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Originator Gargarok the Dwarf Adventurer level 15
14th Profit 122nd year of Ascendancy at 15:50 see stats
Log
Originator Gargarok uses Block.
Originator Gargarok hits Adariawe the worm that walks for (7 flat reduction), 0 nature, (8 flat reduction), 0 cold, (12 flat reduction), 0 lightning, (13 flat reduction), 0 arcane, (14 flat reduction), 34 arcane (34 total damage).
Melee retaliation hits Adariawe the worm that walks for (14 flat reduction), 3 arcane, (1 flat reduction), 0 lightning (3 total damage).
Adariawe the worm that walks hits Originator Gargarok for (4 flat reduction), 0 blight, (9 flat reduction), 0 blight (0 total damage).
Adariawe the worm that walks regains their energy.
Insidious Poison from Originator Gargarok hits Adariawe the worm that walks for (14 flat reduction), 1 nature (1 total damage).
Bleeding from Originator Gargarok hits Adariawe the worm that walks for (7 flat reduction), 0 physical (0 total damage).
Stone Vine from Originator Gargarok hits Adariawe the worm that walks for (14 flat reduction), 15 nature, (14 flat reduction), 4 arcane (19 total damage).
Arcane Vortex from Originator Gargarok hits Adariawe the worm that walks for (14 flat reduction), 28 arcane (28 total damage).
Adariawe the worm that walks redirects the effect 'Counterstrike'!
Originator Gargarok's Beyond the Flesh misses Adariawe the worm that walks.
Bleeding from Adariawe the worm that walks hits Originator Gargarok for (1 blocked), 0 physical (0 total damage).
Originator Gargarok fumbles and fails to use Manathrust, injuring himself!
Adariawe the worm that walks points his plated totem at Originator Gargarok, releasing a writhing tentacle!
Adariawe the worm that walks activates his plated totem!
Adariawe the worm that walks is no longer poisoned.
Adariawe the worm that walks stops bleeding.
Fumble from Adariawe the worm that walks hits Originator Gargarok for 204 physical damage.
Adariawe the worm that walks is free from the arcane vortex.
Adariawe the worm that walks is free from the stone vine.
Originator Gargarok's Beyond the Flesh misses Adariawe the worm that walks.
Bleeding from Adariawe the worm that walks hits Originator Gargarok for 1 physical damage.
Originator Gargarok casts Rune: Manasurge.
Originator Gargarok starts to surge mana.
Originator Gargarok is pinned to the ground.
Lashing Tentacle hits Originator Gargarok for 209 physical damage.
Melee retaliation hits Lashing Tentacle for 11 arcane, 1 lightning (12 total damage).
Originator Gargarok the level 17 dwarf adventurer was pierced to death by a Lashing Tentacle on level 3 of Lake of Nur.








































































































