

















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Possessor Bonus Class 1.6.6Donators/Buyers bonus! Embers of Rage 1.6.7Official Expansion!Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Better Item Description 1.6.6This 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 Ashes of Urh'Rok 1.6.7Official Expansion!Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Bugfix Pack 1.6.7An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Orcs |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Kruk Yeti |
| Class | Annihilator |
| Level / Exp | 29 / 23% |
| Size | medium |
| Lifes / Deaths | Killed by Salaselaith the whitehoof invoker at level 25 on the 24th Revenge 124th year of Ascendancy at 05:10 4 / 3Killed by fire wyrm at level 29 on the 33rd Revenge 124th year of Ascendancy at 21:25 Killed by Ulekath at level 29 on the 33rd Revenge 124th year of Ascendancy at 22:33 |
Primary Stats
| Strength | 38 (base 14) |
| Dexterity | 70 (base 60) |
| Constitution | 30 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 61.8 (base 52) |
Resources
| Life | 851/851 |
| Steam | 100/100 |
| Healing Factor | 1.72 |
| Regeneration | 15.91 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 13 |
| See Invisible | 25 |
Offense: Mainhand
| Damage | 59 |
| Accuracy | 58 |
| Crit Chance | 34% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +13% |
| Light | +26% |
| Temporal | +3% |
| Nature | +10% |
| Arcane | +6% |
| Fire | +20% |
| All | +0% |
Offense: Damage Penetration
| Temporal | +15% |
| Arcane | +10% |
| Light | +10% |
| All | +0% |
Defense: Base
| Armour (hardiness) | 65.08934837382 (100%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 43 |
| Physical Save | 42 |
| Spell Save | 15 |
| Mental Save | 20 |
Defense: Resistances
| Blight | 20%( 70%) |
| Physical | 19%( 70%) |
| Cold | 58%( 70%) |
| All | 0%( 70%) |
| Lightning | 47%( 70%) |
| Light | 12%( 70%) |
| Temporal | 6%( 70%) |
| Darkness | 11%( 70%) |
| Fire | 20%( 70%) |
| Nature | 40%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Bleed Resistance | 20% |
| Stun Resistance | 70% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. |
| 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 93% efficiency and cooldown mod of 62%. |
| 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 131% efficiency and cooldown mod of 85%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Magic stat. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Yeti | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 7 conal explosion dealing 37% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall&{italic}{normal}GREYWHITEGREY039;Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant&LIGHT_GREENWHITELIGHT_GREEN Of Steamwork and Pain | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
The Grumpy Shopowner | active |
A group of trolls from the Kar&LIGHT_GREEN This is our land! | 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 | Anti-Gravity Boots (9 def, 9 armour) 3.0 T2 feet armor [Unique] Steamtech While equipped: Stats +6 Str +5 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +9 Defense +9 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% ---------- misc Talents +2 Rocket Boots These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (74 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (126 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you& |
| Quiver | barbed pouch of stralite shots of grasping (19/19, 164% power, 5 apr) 3.0 T4 shot ammo [Ego++] Nature/Master Power 164% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 19 On Hit: * 20% chance to create vines that bind the target to the ground dealing 114 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
| On head | Quasit&3.0 T2 head armor [Unique] Master While equipped: Stats +0 Cun +4 Con dps ---------- Acc +9 (+2 eff.) ----- def ----- Armour +13 Hardiness +5% Fatigue +5% Phys.save +13 (+4 eff.) Mind.save +0 (+0 eff.) Stun/Frz- +30% ---------- misc Light +5 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. |
| On hands | heroic dwarven-steel gauntlets of sorrow (0 def, 8 armour) 1.5 T2 hands armor [Ego++] Master/Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 19 mind 18 darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Armour +8 Fatigue +3% Mind.save -5 (-4 eff.) Max.HP +49.00 ---------- misc Talents +1 Sand Shredder Unarmed combat: Power 124% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Reproach 3 On Hit: 10% Battle Shout 3 Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | dwarven-steel pickaxe &039; (dig speed 7 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +6 Str dps ---------- Crit.mult +13.00% Phys.pwr +7 (+2 eff.) Apr +6 ----- def ----- Armour +5 Defense +17 (+5 eff.) Fatigue -6% Resists +6% lightning +6% temporal +6% physical Cut- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | marksman&0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% nature Acc +4 (+1 eff.) ----- def ----- Resists +20% nature Rings can have magical properties. |
| On fingers | steel ring of life0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +40.00 HP.reg +9.00 Heal.mod +12% Rings can have magical properties. |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | Talosis&4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.0% Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical On Hit.r1 +0 20% chance of physical repulsion On Hit: * splashes acid on your target dealing 66 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It& |
| Around waist | Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | steel shield &039; (0 def, 5 armour, 100% power, 40 block)7.0 T2 shield armor [Random Unique] Arcane/Master When used to Attack: Power 111% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +40 Melee+ +12 light +11 darkness On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +3 Str +2 Dex +4 Mag +6 Cun +3 Con dps ---------- Dmg.mod +16% light +13% darkness ----- def ----- Armour +5 Fatigue +8% Resists +17% lightning +12% light +11% darkness ---------- misc See.Invis +12 Wards +4 lightning +4 temporal +4 darkness +4 fire +4 nature +5 blight +4 cold +5 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
| Cloak | Radianceoozer (11 def, 0 armour) 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Con dps ---------- Spell.crit +4% Crit.mult +16.00% Spell.pwr +8 (+4 eff.) Dmg.mod +6% arcane +3% temporal Res.pen +15% temporal +10% arcane +10% light Melee Ret 4 temporal ----- def ----- Defense +11 (+3 eff.) Resists +24% lightning Phys.save +17 (+6 eff.) Max.HP +52.00 Stun/Frz- +40% ---------- misc Max.mana +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Therapeutic Platemail (5 def, 14 armour) 12.0 T2 massive armor [Unique] Master/Steamtech While equipped: Stats +4 Dex +4 Con dps ---------- Steampwr +10 (+3 eff.) ----- def ----- Armour +14 Hardiness +20% Defense +5 (+1 eff.) Fatigue +25% Resists +15% cold +10% fire Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
Inventory
medical injector implant (efficiency 95% / cooldown 62%)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 95% efficiency and cooldown mod of 62%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 124% / cooldown 89%)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 124% efficiency and cooldown mod of 89%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the duelist (speed 844%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 844% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 22; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 22 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 47; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 47 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 97; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 97 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Alchemist&0.1 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: 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. |
2 schematic: Flash Powder0.1 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: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: 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. |
3 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. |
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 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: Solid 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: Spike Attachment0.1 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: 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. |
4 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. |
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. |
schematic: Winterchill 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. |
insulating gold amulet of strength (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +12% fire +15% cold Amulets can have magical properties. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 8.56 cold and 8.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn& |
wizard&0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+4 eff.) Max.HP +26.00 Disarm- +20% Pinning- +26% Knockbk- +24% Rings can have magical properties. |
quick stralite battleaxe of corruption (153% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego++] Arcane/Master Power 153% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: 20% Curse of Vulnerability 4 While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +14 (+4 eff.) Massive two-handed battleaxes. |
quick stralite battleaxe of erosion (154% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Nature/Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +9 nature While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +10 (+3 eff.) Massive two-handed battleaxes. |
enhanced stralite dagger (134% power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature Power 134% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Str +7 Dex +7 Mag +6 Wil +6 Cun +6 Con Sharp, short and deadly. |
stralite dagger of erosion (132% power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Nature Power 132% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 nature Sharp, short and deadly. |
Emoldanne (139% power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 139% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +12 arcane While equipped: Stats +13 Str +9 Dex +9 Mag +7 Wil +10 Cun +10 Con dps ---------- Res.pen +10% arcane +9% physical Acc +27 (+7 eff.) Apr +14 Melee Ret 4 arcane ----- def ----- Defense +12 (+4 eff.) Resists +5% arcane +3% temporal Disarm- +46% Massive two-handed swords. |
flaming dwarven-steel greatsword of the mystic (140% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 141% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +12 (+6 eff.) Massive two-handed swords. |
fungal yew longbow of dexterity (+5)4.0 T3 longbow 2H weapon [Ego] Nature/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Dex +5 Con dps ---------- Res.pen +12% physical ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 168 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
warbringer&3.0 T3 mace 1H weapon [Ego+] Arcane/Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 light Against +9% Undead While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +8% physical ----- def ----- Disarm- +13% Blunt and deadly. |
yew magestaff of might (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +9 (+4 eff.) Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
mighty iron steamgun of enduring4.0 T1 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str +6 Wil +6 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Max.HP +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun &039;4.0 T2 steamgun 1H weapon [Rare] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +800% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Phys.spd +10% ----- def ----- Armour +4 Resists +3% acid +6% cold +9% darkness Crit.dmg- 10.00% Spell.save +15 (+10 eff.) ---------- misc Equi/ret +0.04 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
hateful dwarven-steel waraxe (125% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Psionic Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 darkness Against +8% Living One-handed war axes. |
Torekor1.0 T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +11 (+3 eff.) Spell.pwr +15 (+7 eff.) S.pwr/crit +10 ----- def ----- Armour +8 Phys.save +10 (+3 eff.) Spell.save +9 (+7 eff.) ---------- misc Size +2 Create a temporary shield that absorbs 254 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% fire +5% cold HP.reg +0.60 Heal.mod +12% A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 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 (+3 eff.) Resists +0% lightning +15% cold Phys.save +10 (+3 eff.) Stun/Frz- +0% This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +2 (+0 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Wanderer&0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of iron boots &039; (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
restful iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Unarmed combat: Power 105% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Blindlash (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Melee Ret 4 darkness On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Defense +2 (+0 eff.) Resists +9% lightning +11% temporal +15% darkness Mind.save +3 (+2 eff.) A pointy cloth hat, very wizardly... |
Kindleripper (6 def, 4 armour)3.0 T3 head armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% light Acc +6 (+2 eff.) On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +4% Resists +6% lightning +6% light +7% blight +3% darkness +8% nature +15% mind Mind.save +19 (+10 eff.) Confus- +30% ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dragonslayer&2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +2 Str +0 Cun ----- def ----- Armour +1 Fatigue +1% Resists +5% acid +5% fire +5% lightning +6% cold Mind.save +0 (+0 eff.) A hat made of leather. Very stylish. |
dwarven-steel helm of precognition (7 def, 4 armour)3.0 T3 head armor [Ego+] Nature While equipped: Stats +3 Cun dps ---------- Acc +6 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+2 eff.) Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Issygund the Dawnrazor (3 def, 11 armour)14.0 T3 heavy armor [Rare] Nature While equipped: Stats +1 Dex +3 Wil dps ---------- Res.pen +5% light On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +11% acid +22% cold +6% temporal Spell.save +12 (+8 eff.) ---------- misc Infravis +3 Breathe water A suit of armour made of mail. |
fortifying stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Master While equipped: Stats +4 Str +2 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Max.HP +67.00 A suit of armour made of mail. |
cleansing hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +12% blight +7% mind +13% nature Mind.save +14 (+7 eff.) A suit of armour made of leather. |
steel shield of resilience (0 def, 4 armour, 100% power, 42.5 block)7.0 T2 shield armor [Ego] Nature When used to Attack: Power 113% Range: 1.2x Uses 100% Cun Dmg Physical Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 While equipped: ----- def ----- Armour +4 Fatigue +8% Max.HP +40.00 ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +24.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Yeti&1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti&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. |
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. |
potent fiery salve [power 14] potent fiery salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 62% cooldown modifier. Remove 1 magical effects and grants a fiery aura (14% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 178] potent healing salve [power 178]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 62% cooldown modifier. Heal 178 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent water salve [power 14] potent water salve [power 14]1.0 T2 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 62% cooldown modifier. Remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 62% cooldown modifier. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 62% cooldown modifier. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 62% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 135] simple healing salve [power 135]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 93% efficiency and 62% cooldown modifier. Heal 135 Puts Talent Medical Injector on 15 cooldown Medical salve. |
deadly pouch of stralite shots (22/22, 162% power, 5 apr)3.0 T4 shot ammo [Ego] Master Power 162% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 While equipped: Shots are used with slings to pummel your foes to death. |
pouch of iron shots of erosion (16/16, 110% power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 110% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Ranged+ +5 nature Shots are used with slings to pummel your foes to death. |
pouch of steel shots &039; (23/24, 122% power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Nature/Psionic Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 24 Ranged+ +8 cold +12 physical +4 mind +12 nature On Hit.r1 +12 mind On Crit.r2 +7 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage * 20% chance to knock the target back 3 spaces and deal 114 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
dwarven steel fatal attractor0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun ----- def ----- Mind.save +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
ash totem of healing [power 206] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 128 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Ulekath the Kruk Yeti Annihilator level 23
23rd Revenge 124th year of Ascendancy at 05:12 see stats
Across the Narrow Sea (Insane (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Ulekath the Kruk Yeti Annihilator level 12
31st Retaking 124th year of Ascendancy at 04:49 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ulekath the Kruk Yeti Annihilator level 10
18th Retaking 124th year of Ascendancy at 14:54 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ulekath the Kruk Yeti Annihilator level 20
51st Retaking 124th year of Ascendancy at 04:56 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ulekath the Kruk Yeti Annihilator level 28
32nd Revenge 124th year of Ascendancy at 19:09 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ulekath the Kruk Yeti Annihilator level 17
39th Retaking 124th year of Ascendancy at 11:50 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Ulekath the Kruk Yeti Annihilator level 29
33rd Revenge 124th year of Ascendancy at 22:33 see stats
Log
You have 4 life(s) left.
Ulekath deactivates Chemical Grenade.
Ulekath seems more focused.
Ulekath deactivates Exoskeleton.
Ulekath stops burning.
Ulekath deactivates Rocket Pod.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Fire wyrm&fbd578LAST
Saving game...
Talent Implant: Medical Injector is ready to use.
Resting starts...
Talent Reactive Armor is ready to use.
Talent Reactive Armor is ready to use.
Talent Chemical Grenade is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Reactive Armor is ready to use.
Talent Hunker Down is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Rocket Pod is ready to use.
Talent Exoskeleton is ready to use.
Talent AED is ready to use.
Talent Mindwave is ready to use.
Rested for 26 turns (stop reason: all resources and life at maximum).
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!

















































































































