
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] Better Item Description 1.7.2This 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 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:
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 | Halfling |
| Class | Gunslinger |
| Level / Exp | 23 / 10% |
| Size | small |
| Lifes / Deaths | Killed by Arshama the thalore at level 10 on the 10th Flare 122nd year of Ascendancy at 06:35 2 / 3Killed by Adetira the gigantic corrosive tunneler at level 19 on the 70th Dusk 122nd year of Ascendancy at 11:20 Killed by Adyta the skeleton master archer at level 22 on the 15th Haze 122nd year of Ascendancy at 22:16 |
| Antimagic | Follower |
Primary Stats
| Strength | 15 (base 13) |
| Dexterity | 75 (base 48) |
| Constitution | 15 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 29 (base 22) |
| Cunning | 55 (base 37) |
Resources
| Life | 633/633 |
| Equilibrium | 47 |
| Steam | 100/100 |
| Healing Factor | 1.3860311219418 |
| Regeneration | 24.324846190079 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 9 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 59 |
| Crit Chance | 22% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 59 |
| Crit Chance | 22% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +6% |
| Nature | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (49.007671158813%) |
| Defense | 52 |
| Ranged Defense | 52 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 32 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 49%( 70%) |
| All | + 16%( 70%) |
| Lightning | + 32%( 70%) |
| Mind | + 19%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Bleed Resistance | 50% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 50% |
| Disarm Resistance | 80% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 98%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 88% efficiency and cooldown mod of 54%. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Evasive Shots |
| talent | Automated Cloak Tessellation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed pouch of bone giant dust. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within7 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots of disengagement (0 def, 3 armour) 2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 ---------- misc Talents +3 Rocket Boots Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | psychokinetic pouch of dwarven-steel shots of accuracy (19/19, 30-37 power, 3 apr) 3.0 T3 shot ammo [Ego+] Master/Psionic Power 30.5 - 36.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +5.0% Capacity 19 Ranged+ +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage While equipped: ---------- misc Talents +3 Corrosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Coalcrack the alchemist's lamp1.0 T3 lite [Random Unique] Disrupt/Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +3% mind +6% all Spell.save +15 (+7 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Neruma the Cobrawish (0 def, 3 armour) 2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Dex +2 Mag dps ---------- Phys.crit +2.0% Phys.pwr +15 (+5 eff.) Dmg.mod +9% nature Melee Ret 6 nature ----- def ----- Armour +3 Fatigue +3% Resists +8% nature Spell.save +5 (+2 eff.) Max.HP +69.00 Heal.mod +14% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A hat made of leather. Very stylish. |
| On hands | Boraregolin (0 def, 1 armour) 1.0 T1 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +1 Resists +6% lightning +3% acid Die.at -80.00 life Max.HP +20.00 HP.reg +2.00 Disarm- +80% Pinning- +10% ---------- misc Stam/turn +0.60 Max.stam +13.00 Infravis +2 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged iron torque of gale force [power 125] (19 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 125 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
| On fingers | sneakthief's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | warmaker's steel amulet of cunning (+5)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +5 Dex +4 Wil +3 Cun Amulets make your neck look great! |
| In main hand | dwarven-steel steamgun of dampening 4.0 T3 steamgun 1H weapon [Ego] Disrupt/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Hit: * shock your foe dealing 24 damage and draining some of their resources Uses 2.0 Steam While equipped: ----- def ----- Resists +9% acid +10% lightning +10% fire +9% cold +3% all Spell.save +9 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt 'Flashvice' 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- Defense +8 (+3 eff.) Resists +6% blight +6% fire +15% cold +3% lightning D.Red.from +19% Summoned Proj.slow +20% A belt that goes around your waist. |
| In off hand | dwarven-steel steamgun 'Dagalar' 4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Hit: * shock your foe dealing 24 damage and draining some of their resources Uses 2.0 Steam While equipped: Stats +3 Dex dps ---------- Mind.crit +1% ----- def ----- Resists +9% blight +5% arcane HP.reg +4.00 Heal.mod +10% ---------- misc Hate/m.crit +4.00 Max.psi +30.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Belogawe the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Con ----- def ----- Defense +1 (+1 eff.) Resists +15% nature +15% cold Mind.save +12 (+6 eff.) Max.HP +52.00 HP.reg +2.00 Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour) 9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +40.00 HP.reg +9.30 Heal.mod +10% Poison- +50% Disease- +50% Cut- +50% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 91% / cooldown 95%)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 91% efficiency and cooldown mod of 95%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.8 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion (die at -420; dur 5; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -420 life. The duration and life will increase by 1% for every 1% life you have lost (currently 420 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune (regen 613% over 10 turns; mana 31; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 613% for 10 turns (0 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Bethulraldann the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +5 (+2 eff.) Resists +5% arcane +15% fire Phys.save +3 (+3 eff.) Silence- +10% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
insulating copper amulet of mastery (0.11 Cunning / Survival)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% fire +11% cold ---------- misc Masteries +0.11 Cunning/Survival Amulets make your neck look great! |
Zasin the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +25 (+8 eff.) Resists +5% arcane +12% nature +6% mind Spell.save +9 (+4 eff.) Die.at -40.00 life Rings make your fingers look great! |
copper ring 'Daynigh'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% cold Res.pen +15% light Acc +15 (+4 eff.) ----- def ----- Resists +3% fire +1% physical +3% nature +22% cold Rings make your fingers look great! |
steel ring of the mountain (+12%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Rings make your fingers look great! |
acidic dwarven-steel battleaxe (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
Glacieroath (30-44 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Master Power 29.5 - 44.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Res.pen +25% mind Acc +10 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% cold Disarm- +41% Massive two-handed mauls. |
Aeryseth the Splendourbliss (15-21 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 temporal While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +15% mind Res.pen +5% mind ----- def ----- Resists +3% light +9% temporal ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Sharp, long, and deadly. |
Manoyablek the vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Spell.pwr +10 (+3 eff.) Mind.pwr +4 (+2 eff.) Melee+ 5 mind 7 darkness Dmg.mod +6% blight +14% mind +4% darkness ----- def ----- Spell.save +12 (+6 eff.) Mind.save +9 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
absorbing vined mindstar of sand (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 8 physical Dmg.mod +8% physical Res.pen +6% physical ----- def ----- Resists +10% lightning +6% fire +6% physical +10% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming thorny mindstar of clarity (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +13% Heal/summ +18 ---------- misc Max.psi +13.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady cured leather sling of lightning4.0 T2 sling 1H weapon [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 lightning While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +10% lightning Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
ash starstaff of might (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
penetrating dwarven-steel steamgun4.0 T3 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +8% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike steel steamgun of enduring4.0 T2 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +800% On Hit.r1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +6 Wil +3 Cun +6 Con dps ---------- Phys.spd +10% ----- def ----- Max.HP +39.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Boltvalor (14-20 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Str 16 [Rare] Psionic/Steamtech Power 13.5 - 20.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +27 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 4 mind ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +5% arcane +15% lightning ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel waraxe 'Glimmersorrow' (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +12 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Melee Ret 6 physical ----- def ----- Armour +10 Defense +15 (+5 eff.) Resists +9% light One-handed war axes. |
Belavea the Bloomtreason1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +3 Mag +2 Cun +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +10% nature ----- def ----- Resists +9% nature Mind.save +5 (+2 eff.) A belt that goes around your waist. |
Velalemina the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 4 mind ----- def ----- Resists +39% acid +3% nature +3% light +11% all Spell.save +9 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Helldeath' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +7 Mag +5 Wil +2 Cun +5 Con dps ---------- Melee Ret 10 fire ----- def ----- Resists +7% all ---------- misc Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of frost (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% nature +10% cold ----- def ----- Resists +11% all +15% cold Poison- +22% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Apr +5 ----- def ----- Armour +3 A pair of boots made of leather. |
Pitchwolf (0 def, 7 armour)1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane +9% darkness Res.pen +15% darkness ----- def ----- Armour +7 Resists +5% arcane +18% blight Mind.save +5 (+2 eff.) Max.HP +48.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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. |
stone warden's dwarven-steel gauntlets (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Con ----- def ----- Armour +7 Hardiness +5% Fatigue +3% Resists +6% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Kidar (1 def, 6 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Dmg.mod +10% lightning Apr +3 ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +15% lightning ---------- misc Max.stam +20.00 A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+10 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
hardened leather cap 'Duskfiend' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness +15% cold Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue +3% Resists +25% darkness +3% light ---------- misc Infravis +4 A cap made of leather. |
rough leather hat 'Emunor' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil +4 Con dps ---------- Dmg.mod +9% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to reduce armor by 9% ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +3 A hat made of leather. Very stylish. |
dwarven-steel mail armour 'Issudar' (15 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Random Unique] Master/Psionic While equipped: Stats +3 Cun dps ---------- Acc +15 (+4 eff.) Apr +2 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +14 Defense +15 (+5 eff.) Fatigue +12% Resists +16% lightning +20% fire Mind.save +15 (+7 eff.) A suit of armour made of mail. |
impenetrable steel mail armour of spell shielding (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Arcane/Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +6% arcane Spell.save +12 (+6 eff.) A suit of armour made of mail. |
steel mail armour of the deep (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
286 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. |
4 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 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 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. |
2 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aroriatha the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +8 Str dps ---------- Dmg.mod +12% acid ----- def ----- Fatigue -5% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Burnsweep'2.0 T1 lite [Rare] Master While equipped: Stats +1 Wil +2 Cun +2 Con dps ---------- Res.pen +10% fire ----- def ----- Crit.dmg- 5.00% ---------- misc Light +6 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. |
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. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 249] powerful healing salve [power 249]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 98% cooldown modifier. Heal 249 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 216] powerful pain suppressor salve [power 216]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 98% cooldown modifier. Let you fight up to -216 life and reduces all damage by 18% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 115% efficiency and 98% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
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. |
acidic pouch of dwarven-steel shots of accuracy (19/19, 34-40 power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Master Power 33.5 - 40.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +5.0% Capacity 19 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
steel back support0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -8% ---------- misc Max.enc +20 Tinkers can be attached to normal items to improve them with steam power! |
steel saw projector0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
well-made fireproof coating0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +15% light +15% fire Tinkers can be attached to normal items to improve them with steam power! |
steel torque of clear mind 'Fulalin' [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +12% acid ---------- misc Psi/ret +0.16 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Pyrewish the ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% blight Res.pen +5% fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +9% blight ---------- misc Psi/ret +0.08 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin 'Gloombright' [power 27] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Phasing +30% ----- def ----- Resists +6% darkness Spell.save +3 (+1 eff.) ---------- misc Psi/ret +0.08 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
6 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. |
10 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. |
6 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. |
3 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
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Ricilan the Halfling Gunslinger level 20
12nd Haze 122nd year of Ascendancy at 07:39 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ricilan the Halfling Gunslinger level 10
6th Flare 122nd year of Ascendancy at 18:16 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Ricilan the Halfling Gunslinger level 21
15th Haze 122nd year of Ascendancy at 04:24 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ricilan the Halfling Gunslinger level 10
6th Mirth 122nd year of Ascendancy at 18:46 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ricilan the Halfling Gunslinger level 20
70th Dusk 122nd year of Ascendancy at 15:00 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Ricilan the Halfling Gunslinger level 20
1st Time of Equilibrium 122nd year of Ascendancy at 20:09 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Ricilan the Halfling Gunslinger level 22
16th Haze 122nd year of Ascendancy at 00:13 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ricilan the Halfling Gunslinger level 7
78th Pyre 122nd year of Ascendancy at 05:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ricilan the Halfling Gunslinger level 10
9th Mirth 122nd year of Ascendancy at 13:54 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ricilan the Halfling Gunslinger level 22
16th Haze 122nd year of Ascendancy at 18:10 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ricilan the Halfling Gunslinger level 16
30th Dusk 122nd year of Ascendancy at 05:59 see stats
Log
There is a previous level here (press '' or right click to use).
Ran for 11 turns (stop reason: at door).
Ran for 2 turns (stop reason: interesting terrain).
Ricilan shoots!
Ricilan's Shoot hits Degenerated skeleton warrior for 106 physical, 5 physical, 23 lightning, 123 physical (257 total damage).
Ricilan's Shoot killed Degenerated skeleton warrior!
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
Ran for 31 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 28 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 33 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 11 turns (stop reason: at door).
Ran for 2 turns (stop reason: interesting terrain).
You don't see how to get there...




























































































































