









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon 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. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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:
Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) 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:
Godmode Merchant 1.7.6Spawns an NPC that will grant you God mode, unlock any talent tree, add stat/generic/category/prodigy points, raise sub stats, give extra lives, set level, give gold, custom shop that sells (yellow/orange) Unique items and an option to imbue items, even uniques! (as long as you have the gems and item)! I wanted to make a customizable godmode so you can set your character's power, from just learning new spells to increasing character points and sub stats (to increase def. crits. ect.) to full blown invulnerability and insta kill! He spawns near the portal to Angolwen and in Gates of Morning. Will conflict with any mods that change the world map file (eyal.lua) *Will conflict with 'Spell Merchants' For a non-cheaty version, check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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 NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Bulwark |
| Level / Exp | 50 / 5737% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 160 (base 60) |
| Dexterity | 91 (base 60) |
| Constitution | 133 (base 60) |
| Magic | 102 (base 60) |
| Willpower | 122 (base 60) |
| Cunning | 84 (base 60) |
Resources
| Life | 3765/3830 |
| Stamina | 481/481 |
| Paradox | 300 |
| Healing Factor | 1.6109525412732 |
| Regeneration | 410.84396748908 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | +1000% |
| Spell | 0% |
| Global | +124.5% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 10 |
| See Stealth | 87.413522983761 |
| See Invisible | 102.41352298376 |
Offense: Mainhand
| Damage | 398 |
| Accuracy | 94 |
| Crit Chance | 73% |
| APR | 34 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 84 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +23% |
| Cold | +12% |
| All | 0% |
| Darkness | +24% |
| Light | +33% |
| Temporal | +9% |
| Physical | +16% |
| Fire | +34% |
| Mind | +3% |
Offense: Damage Penetration
| Darkness | +26% |
| Light | +41% |
| Fire | +16% |
| Arcane | +31% |
| Cold | +49% |
| All | +16% |
Defense: Base
| Armour (hardiness) | 202.77044538971 (100%) |
| Defense | 109 |
| Ranged Defense | 109 |
| Fatigue | 0 |
| Physical Save | 95 |
| Spell Save | 98 |
| Mental Save | 76 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +283%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Fire | + 70%( 70%) |
| Lightning | + 70%( 70%) |
Defense: Immunities
| Fear Resistance | 100% |
| Disarm Resistance | 44% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (3/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 2.5 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: 2.5 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
| Technique / Superiority | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Warcries | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Orc | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Shattering Impact |
| talent | Onslaught |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 67. Intimidated |
| beneficial effect | Inspired by a recent kill increasing all resistance by 18%. Orcish Triumph |
| beneficial effect | Movement is 1000% faster. Step Up |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
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 |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | 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 |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Murkscar' (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +10 Str +3 Wil +9 Con dps ---------- Dmg.mod +12% light +10% physical Res.pen +10% darkness ----- def ----- Armour +5 Resists +12% light +12% darkness ---------- misc See.Invis +15 Size +1 A pair of boots made of leather. |
| Light source | bright dwarven lantern of health1.0 T5 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +70.00 ---------- misc Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Dagurain (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +4 Str +10 Wil +19 Con dps ---------- Phys.crit +2.0% Phys.pwr +16 (+3 eff.) Dmg.mod +3% mind +6% physical ----- def ----- Armour +5 Fatigue +5% Resists +15% blight +5% arcane +3% light +6% lightning Spell.save +15 (+3 eff.) Mind.save +15 (+4 eff.) A hat made of leather. Very stylish. |
| Tool | Splendourmortal the voratun pickaxe (dig speed 19 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +9 Str dps ---------- Dmg.mod +21% light Res.pen +25% light Apr +15 Melee Ret 10 light On Hit (Melee): * 20% chance to reduce damage dealt by 35% ----- def ----- Resists +6% light ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 15 cooldown Level 8.1 Pwr.cost 15 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +137 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+1 eff.) Acc +6 (+1 eff.) Rings make your fingers look great! |
| On fingers | Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around waist | Broduderath1.0 T5 belt armor [Rare] Arcane While equipped: Stats +8 Con +5 Mag dps ---------- Spell.crit +3% Crit.mult +15.00% ----- def ----- Crit.chn- 15.00% Phys.save +15 (+3 eff.) Anom.red +20 Die.at -40.00 life Max.HP +130.00 ---------- misc Mana/s.crit +2.28 Max.mana +140.00 Max.stam +54.00 Max.hate +18.00 Max.psi +36.00 Max.vim +97.01 Max.P.En +37.00 Max.N.En +40.00 A belt that goes around your waist. |
| In main hand | Ce'Nyrakira the Hazetooth (62-98 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 61.5 - 98.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +28 darkness +12 cold Against +26% Living On Crit.r2 +16 arcane While equipped: Stats +17 Str +24 Dex +19 Mag +19 Wil +19 Cun +19 Con dps ---------- Phys.spd +10% Acc +35 (+7 eff.) Melee Ret 4 arcane ----- def ----- Resists +6% arcane Massive two-handed swords. |
| On hands | Xomiwyn the Ravenrupture (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag +5 Wil +5 Con dps ---------- Melee+ 19 temporal Ranged+ 20 temporal Dmg.mod +8% arcane +9% temporal +9% darkness +6% fire Res.pen +15% arcane Melee Ret 6 darkness ----- def ----- Armour +3 Resists +6% arcane +14% temporal +12% darkness +15% fire Disarm- +44% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.5 - 28.1 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +16 arcane On Crit.r2 +15 arcane On Hit: 10% Disarm 5 On Hit: * 15% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Black Plate (25 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+4 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+4 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
| Cloak | Ethereal Embrace (10 def, 0 armour)2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+2 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.9 Pwr.cost 16 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 150.09 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
| Around neck | voratun amulet 'Rimequick'0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +6 Mag +18 Wil +6 Con dps ---------- Phys.pwr +30 (+5 eff.) Dmg.mod +12% cold Res.pen +33% cold ----- def ----- Armour +10 Defense +25 (+4 eff.) Resists +12% cold Die.at -80.00 life Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 179% / cooldown 77%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 77%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 11)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hands of Creation0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Stormcutter0.1 T5 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Blackbraze0.1 T4 amulet jewelry [Rare] Arcane While equipped: Stats +7 Mag dps ---------- Phys.pwr +30 (+5 eff.) Dmg.mod +9% darkness Res.pen +15% darkness Acc +20 (+4 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Phys.save +18 (+3 eff.) Die.at -60.00 life ---------- misc Max.stam +30.00 Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
stormbringer's stralite dagger (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature Power 27.5 - 35.8 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +35 lightning +29 cold While equipped: dps ---------- Mov.spd +44% Res.pen +14% lightning +21% cold Sharp, short and deadly. |
truestriking dwarven-steel dagger of shearing (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego++] Master Power 16.5 - 21.4 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +11% physical +11% all Acc +33 (+7 eff.) Apr +22 Sharp, short and deadly. |
Blood-Edge (46-64 power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 46.0 - 64.4 Physical Uses 40% Wil, 60% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+6 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 9.9 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 198% weapon damage. If the attack hits, the target will bleed for 369% weapon damage over 7 turns, and all healing will be reduced by 86%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Punae's Blade (46-64 power, 4 apr)3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +20.0% Phys.spd +20% ----- def ----- Defense +40 (+7 eff.) Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Toritoblek the Radiancewind (16-23 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 16.5 - 23.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 light +12 cold While equipped: Stats +6 Str +2 Con dps ---------- S.pwr/crit +8 Dmg.mod +6% blight Res.pen +15% light Sharp, long, and deadly. |
stormbringer's voratun longsword of enduring (44-62 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature Power 44.0 - 61.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +28 lightning +38 cold While equipped: Stats +10 Con +14 Wil dps ---------- Mov.spd +36% Res.pen +23% lightning +20% cold ----- def ----- Max.HP +110.00 Sharp, long, and deadly. |
shimmering yew starstaff of fate (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light ----- def ----- Phys.save +10 (+2 eff.) Spell.save +11 (+2 eff.) Mind.save +11 (+3 eff.) ---------- misc Mana/turn +0.28 Max.mana +71.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short dragonbone starstaff of the prodigy (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +16 Mag +20 Wil +20 Cun dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) S.pwr/crit +10 Dmg.mod +30% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
voratun steamgun 'Blazebraze'4.0 T5 steamgun 1H weapon Reqs Steam Pool [Rare] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +19 cold On Hit.r1 +16 lightning Uses 2.0 Steam While equipped: Stats +3 Cun +4 Con dps ---------- Mind.crit +4% Mind.pwr +35 (+7 eff.) Dmg.mod +21% cold ----- def ----- Resists +40% acid ---------- misc Equi/ret +0.36 Hate/m.crit +4.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quick voratun steamsaw of projection (40-61 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego++] Master/Psionic/Steamtech Power 40.5 - 60.8 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +97 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: Stats +6 Dex dps ---------- Phys.spd +10% Acc +25 (+5 eff.) ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Razorblade, the Cursed Waraxe (38-53 power, 16 apr)3.0 T5 waraxe 1H weapon [Unique] Psionic Power 38.0 - 53.2 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +30% physical Acc +40 (+8 eff.) Apr +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
enhanced voratun waraxe of massacre (52-72 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Nature/Master Power 51.5 - 72.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: Stats +8 Str +13 Dex +13 Mag +13 Wil +11 Cun +8 Con One-handed war axes. |
steel waraxe of erosion (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 14.0 - 19.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 nature One-handed war axes. |
grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+0 eff.) ----- def ----- Resists +6% lightning +6% temporal Phys.save +6 (+1 eff.) A belt that goes around your waist. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+1 eff.) Resists +15% cold Phys.save +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
timebroken cashmere robe of Linaniil (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +14% Spell.pwr +30 (+8 eff.) Dmg.mod +18% arcane +17% temporal ----- def ----- Resists +11% all ---------- misc Mana/turn +0.28 Max.mana +137.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
traveler's pair of voratun boots of tirelessness (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue -6% Phys.save +15 (+3 eff.) ---------- misc Max.enc +50 Stam/turn +1.30 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stralite Sand Shredder (0 def, 1 armour)1.0 T4 hands armor [Plot Item] Steamtech While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 7.0 - 7.7 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Apr +1 Crit +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
storm hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+2 eff.) Melee+ 7 lightning Dmg.mod +3% lightning ----- def ----- Armour +2 Resists +5% lightning Unarmed combat: Power 21.5 - 23.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
bladed hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +4 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 12 cooldown Level 5.9 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 733.3 Physical damage. If the attack hits, the target is confused (44% effect) for 6 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 cap made of leather. |
elven-silk wizard hat of the Brotherhood (3 def, 0 armour)2.0 T5 head armor [Ego+] Arcane While equipped: Stats +5 Mag +10 Con dps ---------- Dmg.mod +18% arcane ----- def ----- Defense +3 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 6 cooldown Level 6.5 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
werebeast's drakeskin leather hat (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: Stats +8 Str +2 Dex +4 Cun +4 Con ----- def ----- Armour +5 Fatigue +5% A hat made of leather. Very stylish. |
enlightening steel mail armour of command (9 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +6 Cun +4 Wil ----- def ----- Armour +11 Defense +9 (+1 eff.) Fatigue +12% Mind.save +23 (+5 eff.) A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 3.5 Pwr.cost 12 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 95.36 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Normal] While equipped: ----- def ----- Armour +8 Defense +20 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+1 eff.) Fatigue +8% Max.HP +56.00 HP.reg +7.00 Heal.mod +16% A suit of armour made of leather. |
Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+7 eff.) ----- def ----- Armour +50 Defense +40 (+7 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+6 eff.) Spell.save +35 (+6 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
radiant voratun plate armour of resilience (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +6 Wil ----- def ----- Armour +16 Fatigue +22% Resists +23% blight +29% darkness Max.HP +60.00 ---------- misc Light +2 A suit of armour made of metal plates. |
steel shield 'Poromina' (0 def, 4 armour, 14-17 power, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 14.5 - 17.4 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 Melee+ +10 cold While equipped: Stats +3 Str +1 Dex +2 Mag +1 Wil dps ---------- Spell.crit +2% Dmg.mod +6% blight Res.pen +5% arcane Acc +4 (+1 eff.) On shield block: * Deals 263 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +11% cold +12% temporal ---------- misc Max.mana +20.00 Talents +1 Block Handheld deflection devices. |
swashbuckler's voratun shield of the stars (0 def, 10 armour, 62-74 power, 206 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 62.0 - 74.4 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +206 Melee+ +20 light +20 darkness While equipped: Stats +10 Str +7 Dex +8 Mag +11 Cun dps ---------- Dmg.mod +17% light +17% darkness Acc +15 (+3 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +17% light +18% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield 'Fogwyrd' (0 def, 10 armour, 81-97 power, 208 block)7.0 T5 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 81.0 - 97.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +208 Melee+ +20 light +19 darkness On Hit.r1 +20 darkness On Crit.r2 +12 cold On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +8 Cun +11 Mag dps ---------- Phys.crit +18.0% Phys.pwr +15 (+3 eff.) Dmg.mod +6% temporal +20% light +26% darkness Res.pen +15% darkness +25% temporal ----- def ----- Armour +10 Fatigue +8% Resists +6% temporal +30% cold +20% darkness +15% light ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of dragonbone arrows (20/20, 73-102 power, 18 apr)3.0 T5 arrow ammo [Ego+] Master Power 73.0 - 102.2 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +26.0% Capacity 20 On Crit: * Wound the target dealing 377 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
136 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. |
Tower Detonator0.0 bomb tinker [Plot Item] Steamtech Place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
voratun pickaxe of delving (dig speed 21 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +6 Str +2 Con ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Yeti's Muscle Tissue (Patriarch)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 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. |
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. |
cleansing dragonbone wand of conjuration [power 445] (9 cooldown)2.0 T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 498 cold damage Puts all charms on 9 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Amerak The Murderous the Orc Bulwark level 50
3rd Dearth 124th year of Ascendancy at 03:28 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Amerak The Murderous the Orc Bulwark level 17
18th Revenge 124th year of Ascendancy at 17:13 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Amerak The Murderous the Orc Bulwark level 50
7th Dearth 124th year of Ascendancy at 02:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Amerak The Murderous the Orc Bulwark level 10
10th Revenge 124th year of Ascendancy at 17:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Amerak The Murderous the Orc Bulwark level 20
19th Revenge 124th year of Ascendancy at 04:02 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Amerak The Murderous the Orc Bulwark level 30
22nd Pain 124th year of Ascendancy at 09:39 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Amerak The Murderous the Orc Bulwark level 40
24th Pain 124th year of Ascendancy at 03:22 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Amerak The Murderous the Orc Bulwark level 50
1st Dearth 124th year of Ascendancy at 10:50 see stats
No Steam, No Palace. No Palace, No Palace! (Insane (Roguelike) difficulty)
Destroyed the Palace of Fumes without first destroying the geothermal valves in the Steam Quarry.By Amerak The Murderous the Orc Bulwark level 50
4th Dearth 124th year of Ascendancy at 01:46 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Amerak The Murderous the Orc Bulwark level 50
4th Dearth 124th year of Ascendancy at 01:46 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Amerak The Murderous the Orc Bulwark level 50
15th Dearth 124th year of Ascendancy at 01:40 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Amerak The Murderous the Orc Bulwark level 29
22nd Pain 124th year of Ascendancy at 09:39 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Amerak The Murderous the Orc Bulwark level 50
3rd Dearth 124th year of Ascendancy at 20:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Amerak The Murderous the Orc Bulwark level 25
42nd Revenge 124th year of Ascendancy at 13:08 see stats
Log
Sher'Tul High Priest hits Amakthel's Eye for 0 darkness damage.
Lava floor burns Amerak The Murderous!
Lava floor hits Amerak The Murderous for 9 fire damage.
Amerak The Murderous performs a melee critical strike against Amakthel's Mouth!
The shattering blow creates a shockwave!
Amerak The Murderous roars triumphantly.
Eyed tentacle hits Amerak The Murderous for 2 physical damage.
Melee retaliation hits Eyed tentacle for 7 darkness, 13 light, 5 arcane (26 total damage).
Amerak The Murderous hits Amakthel's Mouth for 209 physical, 9 darkness, 7 cold, 3 temporal, 6 arcane (234 total damage).
Amerak The Murderous hits Eyed tentacle for 988 physical, 20 arcane (1008 total damage).
Amerak The Murderous prepares for the next kill!
Amakthel's Eye casts Circle of Shifting Shadows.
Amakthel's Eye's spell attains critical power!
Amerak The Murderous killed Eyed tentacle!
Amakthel's Eye casts Circle of Warding.
Amerak The Murderous resists the knockback!
Amakthel's Eye's light area effect hits Amerak The Murderous for 11 light damage.
Amakthel's Eye's prismatic repulsion area effect hits Amerak The Murderous for 1 light, 1 darkness (2 total damage).
Amakthel's Eye's defensive darkness area effect hits Amakthel's Mouth for 0 darkness damage.
Amakthel's Eye's defensive darkness area effect hits Amerak The Murderous for 5 darkness damage.
Sher'Tul High Priest casts Lucent Wrath.
Amakthel's Eye casts Moonlight Ray.
Amakthel's Eye hits Amerak The Murderous for 28 darkness damage.
Sher'Tul High Priest is no longer rampaging.
Sher'Tul High Priest casts Temporal Form.
Sher'Tul High Priest threads time as a shell!
Lava floor burns Amerak The Murderous!
Lava floor hits Amerak The Murderous for 8 fire damage.




















































































































































