Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Doomed Darkvision Fix 1.7.0NOTE: As of ToME version 1.7.3, this fix has been incorporated into the base game, and so should be deactivated/uninstalled. Tweaks LOS code for both NPCs and the player to properly and consistently respect Dark Vision when determining whether Creeping Darkness blocks sight. Targeting and projection now properly treat Creeping Darkness as transparent if you have Dark Vision, just like any other tile that can be seen through, eliminating awkward behavior when targeting diagonally and/or around corners. If you do not have Dark Vision, these tiles will be treated as opaque. Additionally, NPCs will properly be able to see and target through their own creeping darkness without hindrance. Similar effects to Creeping Darkness such as Cursed Miasma should also be corrected by this addon. This addon hard-overwrites engine and module functions. As such, I cannot fully guarantee compatibility or stability. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Ashes of Urh'Rok 1.7.0Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Bugfix Pack 1.7.2An 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 Embers of Rage 1.7.0Official 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:
Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Items Vault 1.7.0Donators/Buyers bonus! Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Phantom Warrior Class 1.7.0Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! 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. Recaiden's Evolution Prodigies 1.6.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Steel Monk Evolution for Brawler 1.7.0Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Normal Adventure |
Sex | Female |
Race | Tinker Gnome |
Class | Alchemist |
Level / Exp | 48 / 72% |
Size | tiny |
Lifes / Deaths | Killed by drolem (servant of Zopski) at level 9 on the 38th Retaking 124th year of Ascendancy at 12:41 2 / 5Killed by drolem (servant of Zopski) at level 17 on the 1st Revenge 124th year of Ascendancy at 17:06 Killed by Elesaderi the shalore at level 23 on the 35th Revenge 124th year of Ascendancy at 13:53 Killed by drolem (servant of Zopski) at level 26 on the 40th Revenge 124th year of Ascendancy at 14:23 Killed by drolem (servant of Zopski) at level 40 on the 26th Loss 124th year of Ascendancy at 20:16 |
Primary Stats
Strength | 10 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 59 (base 59) |
Magic | 80 (base 60) |
Willpower | 36 (base 14) |
Cunning | 91 (base 60) |
Resources
Life | 830/830 |
Mana | 409/409 |
Stamina | 306/306 |
Steam | 100/100 |
Healing Factor | 1.6151133323991 |
Regeneration | 45.626951640275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Offense: Mainhand
Damage | 162 |
Accuracy | 5 |
Crit Chance | 41% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +37% |
Lightning | +28% |
Light | +37% |
Cold | +70% |
Blight | +29% |
Acid | +28% |
Fire | +36% |
All | +22% |
Offense: Damage Penetration
Physical | +34% |
Darkness | +35% |
Cold | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 55.079512803924 (35.65183292883%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 30 |
Mental Save | 41 |
Defense: Resistances
Acid | + 39%( 70%) |
Arcane | + 35%( 70%) |
Cold | + 39%( 70%) |
All | + 28%( 70%) |
Darkness | + 42%( 70%) |
Light | + 39%( 70%) |
Physical | + 55%( 70%) |
Lightning | + 69%( 70%) |
Fire | + 39%( 70%) |
Mind | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 20% |
Disarm Resistance | 80% |
Silence Resistance | 36% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 393 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: 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 138 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 427 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 4 times. Its effects scale with your Constitution stat. |
Class Talents
Spell / Frost alchemy | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Acid alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Explosive admixtures | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cunning / Trapping | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Fire alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Defensive Posture |
talent | Frost Infusion |
talent | Ice Core |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | 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's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
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 | restorative pair of drakeskin leather boots of invasion (0 def, 5 armour) restorative pair of drakeskin leather boots of invasion (0 def, 5 armour) 2.0 Encumbrance T5 feet armor [Ego++] Nature/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +3 (+1 eff.) Ignore resists +9% physical defense ------ Armor +5 Physical save +12 (+4 eff.) Life Regen +6.00 Healmod +13% Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% A pair of boots made of leather. |
Quiver | 32 alchemist ruby 32 alchemist ruby0.0 Encumbrance T4 red alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
Light source | Umbraphage Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 109, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 328.80 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Helm of Knowledge (0 def, 12 armour) Helm of Knowledge (0 def, 12 armour) 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +16 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +10% arcane +15% light +15% mind Mind save +9 (+3 eff.) Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Tool | cleansing ash totem of healing [power 170] (15 cooldown) cleansing ash totem of healing [power 170] (15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | painweaver's stralite ring of arcana (+0.10/turn) painweaver's stralite ring of arcana (+0.10/turn)0.1 Encumbrance T4 ring jewelry [Ego+] Arcane/Master While equipped: offense ------ Physical Power +15 (+3 eff.) Spellpower +17 (+4 eff.) Mindpower +5 (+2 eff.) Damage +6% all defense ------ Silence Resist +36% other ------- Mana/turn +0.10 Rings make your fingers look great! |
On fingers | painweaver's voratun ring of life painweaver's voratun ring of life0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +13 (+3 eff.) Spellpower +13 (+3 eff.) Mindpower +13 (+4 eff.) Damage +5% all defense ------ Life +58.00 Life Regen +20.00 Healmod +16% Rings make your fingers look great! |
Around waist | rough leather belt of transcendence rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Physical save +5 (+1 eff.) A belt that goes around your waist. |
In main hand | potent dragonbone magestaff of the prodigy (144% power, 6 apr, cold element) potent dragonbone magestaff of the prodigy (144% power, 6 apr, cold element) 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 145% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +17 Mag +12 Wil +12 Cun offense ------ Spell Crit +5% Spellpower +18 (+5 eff.) Spellpower/crit +9 Damage +36% cold other ------- Mana/turn +4.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 4 Staves designed for wielders of magic, by the greats of the art. |
On hands | Tundrawoe (0 def, 2 armour) Tundrawoe (0 def, 2 armour) 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Physical Crit +5.0% Spell Crit +6% Mind Crit +11% Critical power +6.00% Ignore resists +5% cold When Hit 4 cold defense ------ Armor +2 Crit Resistance 15.00% Disarm Resist +80% other ------- Light +3 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. |
Main armor | silk robe of power (0 def, 8 armour) silk robe of power (0 def, 8 armour) 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +16 (+4 eff.) Damage +11% all When Hit 20 physical defense ------ Armor +8 Fatigue +1% Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Liquid Metal Cloak (20 def, 10 armour) Liquid Metal Cloak (20 def, 10 armour) 2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+6 eff.) Resistance +42% lightning +15% physical Physical save +40 (+13 eff.) Stun Resist +70% other ------- Masteries +0.20 Steamtech/Avoidance Cloaking Device: Effective talent level: 1.2 Power cost 60 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 48 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Around neck | archmage's stralite amulet of soulsearing archmage's stralite amulet of soulsearing0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +5% Critical power +13.00% Spellpower +14 (+4 eff.) Damage +6% lightning +7% blight +14% fire +5% cold +6% acid Amulets make your neck look great! |
Inventory
shatter afflictions rune (absorb 41; cd 16) shatter afflictions rune (absorb 41; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 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 41 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 67; cd 15) shatter afflictions rune (absorb 67; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 67 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 duelist (absorb 106; cd 20) shatter afflictions rune of the duelist (absorb 106; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 106 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 8; blocks 3; dur 4; cd 17) stormshield rune (threshold 8; blocks 3; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 8 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Acid Groove 2 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hook Shell 2 schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove 2 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying steel amulet of magic (+3) clarifying steel amulet of magic (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +14% mind Confus Resist +22% Amulets make your neck look great! |
copper amulet of willpower (+3) copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
insulating steel amulet of constitution (+3) insulating steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +15% fire +14% cold Amulets make your neck look great! |
Ring of Lost Love Ring of Lost Love0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Ring of the Dead Ring of the Dead0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Wheel of Fate Wheel of Fate0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +10 Cun +6 Dex offense ------ Damage +6% mind Ignore resists +10% mind Accuracy +9 (+9 eff.) defense ------ Mind save +23 (+7 eff.) Life +35.00 Disarm Resist +38% Confus Resist +35% Pinning Resist +32% Knockbk Resist +26% 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't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's steel ring of nature (+20%) gladiator's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +7 (+2 eff.) Damage +10% nature defense ------ Resistance +20% nature Rings make your fingers look great! |
painweaver's stralite ring painweaver's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +8 (+2 eff.) Spellpower +12 (+3 eff.) Mindpower +13 (+4 eff.) Damage +5% all Rings make your fingers look great! |
psionicist's copper ring of arcana (+0.10/turn) psionicist's copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+1 eff.) Silence Resist +21% other ------- Mana/turn +0.10 Rings make your fingers look great! |
rogue's gold ring rogue's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Rings make your fingers look great! |
rogue's gold ring of perseverance rogue's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Life Regen +1.00 Stun Resist +23% Rings make your fingers look great! |
solipsist's gold ring solipsist's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +7 (+2 eff.) Rings make your fingers look great! |
steel ring of clarity steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+2 eff.) Confus Resist +24% Rings make your fingers look great! |
warrior's voratun ring of luminosity warrior's voratun ring of luminosity0.1 Encumbrance T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Str +6 Mag offense ------ On-Hit 29 light On-Ranged-Hit 28 light Damage +15% light defense ------ Armor +14 Rings make your fingers look great! |
wizard's steel ring wizard's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
enhanced voratun dagger of crippling (147% power, 9 apr) enhanced voratun dagger of crippling (147% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon Reqs Dex 48 [Ego++] Nature/Master Weapon Damage 147% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +8 Str +8 Dex +6 Mag +10 Wil +12 Cun +5 Con offense ------ Physical Crit +10.0% Sharp, short and deadly. |
acidic voratun greatsword of massacre (190% power, 4 apr) acidic voratun greatsword of massacre (190% power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane/Master Weapon Damage 190% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Crit: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 Massive two-handed swords. |
truestriking voratun mace of vileness (155% power, 6 apr) truestriking voratun mace of vileness (155% power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 155% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +15 blight On Hit: * 15% chance to reduce strength, dexterity, and constitution by 31 While equipped: offense ------ Ignore resists +5% physical Accuracy +21 (+17 eff.) Ignore Armor +7 Blunt and deadly. |
Amoran the Sootminister (136% power, 6 apr, cold element) Amoran the Sootminister (136% power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +36.00% Spellpower +25 (+6 eff.) On-Hit 35 fire Damage +15% acid +30% cold +18% darkness When Hit 10 acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +21% acid other ------- See Invis +20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Spiderblight (136% power, 6 apr, light element) Spiderblight (136% power, 6 apr, light element)5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +12% lightning +39% light +18% nature Ignore resists +25% lightning +25% nature defense ------ Resistance +12% light other ------- Mana/turn +0.40 Max mana +99.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of wizardry (129% power, 21 apr, cold element) elven-wood magestaff of wizardry (129% power, 21 apr, cold element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 129% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +21 Critical Rate +20.5% Attack Speed 100% While equipped: Stats +3 Mag +1 Wil offense ------ Spell Crit +4% Spellpower +14 (+4 eff.) Damage +25% cold other ------- Max mana +19.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Emabrebeth (121% power, 24 apr) Emabrebeth (121% power, 24 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 [Rare] Psionic/Steamtech Weapon Damage 122% Range: 1.0x-1.5x Uses 50% Mag, 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +19.0% Attack Speed 100% Block +47 On-hit +8 physical On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Uses 1.0 Steam While equipped: Stats +6 Str +2 Dex offense ------ Damage +6% acid +9% physical defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- Talents +2 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! |
blazebringer's voratun steamsaw of crippling (151% power, 0 apr) blazebringer's voratun steamsaw of crippling (151% power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Nature/Master/Steamtech Weapon Damage 151% Range: 1.0x-1.5x Uses 50% Mag, 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +102 On-crit, radius 2 +57 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: offense ------ Physical Crit +10.0% Global Speed +9% Ignore resists +22% fire defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
stormbringer's voratun steamsaw of shrapnel (150% power, 0 apr) stormbringer's voratun steamsaw of shrapnel (150% power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Nature/Master/Steamtech Weapon Damage 151% Range: 1.0x-1.5x Uses 50% Mag, 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +100 On-crit, radius 2 +27 lightning +33 cold Uses 1.0 Steam While equipped: offense ------ Move Speed +39% Ignore resists +11% lightning +23% cold On shield block: * Cause enemies within radius 6 to bleed for 310 physical damage over 5 turns (1/turn) defense ------ Armor +6 Defense +10 (+3 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 51 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+4 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+10 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 Physical save +0 (+0 eff.) Pinning Resist +0% Knockbk Resist +0% Teleport Resist +0% A pair of boots made of leather. |
pair of voratun boots 'Brandwreath' (22 def, 5 armour) pair of voratun boots 'Brandwreath' (22 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +15 Dex offense ------ Mind Crit +1% Ignore resists +11% darkness +11% temporal When Hit 6 fire defense ------ Armor +5 Defense +22 (+6 eff.) Fatigue +4% Resistance +24% darkness +21% temporal Physical save +12 (+4 eff.) Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% Out-of-Phase Defense +17 Out-of-Phase Resistance +17% Out-of-Phase Resilience +22% other ------- Equi when Hit +0.12 Psi when Hit +0.12 Evasion: (Instant) Puts all charms on 30 cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of voratun boots of rushing (0 def, 5 armour) traveler's pair of voratun boots of rushing (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +5 Fatigue -2% Physical save +8 (+2 eff.) other ------- Encumbrance +30 Rush: Puts all charms on 25 cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-2 eff.) Mindpower -10 (-3 eff.) defense ------ Defense -10 (-4 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
grounding hardened leather cap of the depths (0 def, 3 armour) grounding hardened leather cap of the depths (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +3% Resistance +6% lightning +6% temporal +12% cold other ------- Breathe water A cap made of leather. |
stabilizing cashmere wizard hat of fire (+22%) (2 def, 0 armour) stabilizing cashmere wizard hat of fire (+22%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +0 Cun +4 Wil offense ------ Damage +15% fire defense ------ Defense +2 (+0 eff.) Resistance +22% fire Physical save +5 (+1 eff.) Mind save +0 (+0 eff.) A pointy cloth hat, very wizardly... |
hardened voratun mail armour of thunder (5 def, 17 armour) hardened voratun mail armour of thunder (5 def, 17 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Arcane/Master While equipped: Stats +7 Str +7 Mag +5 Wil offense ------ Physical Crit +6.0% Spell Crit +9% Mind Crit +7% Physical Power +18 (+4 eff.) Spellpower +18 (+5 eff.) Mindpower +18 (+6 eff.) defense ------ Armor +17 Defense +5 (+1 eff.) Fatigue +12% Resistance +24% lightning +9% physical +7% fire +8% cold +9% acid A suit of armour made of mail. |
radiant voratun mail armour of command (18 def, 16 armour) radiant voratun mail armour of command (18 def, 16 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil defense ------ Armor +16 Defense +18 (+5 eff.) Fatigue +12% Resistance +26% blight +14% darkness Mind save +18 (+6 eff.) other ------- Light +1 A suit of armour made of mail. |
duelist's drakeskin leather armour of the deep (26 def, 17 armour) duelist's drakeskin leather armour of the deep (26 def, 17 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Ego++] Nature/Master While equipped: Stats +6 Cun +7 Dex defense ------ Armor +17 Defense +26 (+7 eff.) Fatigue +8% Resistance +13% acid +10% cold other ------- Breathe water A suit of armour made of leather. |
radiant drakeskin leather armour of resilience (20 def, 8 armour) radiant drakeskin leather armour of resilience (20 def, 8 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Ego+] Nature While equipped: Stats +3 Wil defense ------ Armor +8 Defense +20 (+6 eff.) Fatigue +8% Resistance +21% blight +23% darkness Life +46.00 other ------- Light +1 A suit of armour made of leather. |
6 agate 6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
55 alchemist onyx 55 alchemist onyx0.0 Encumbrance T3 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
27 onyx 27 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
38 aquamarine 38 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
29 lapis lazuli 29 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
32 opal 32 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 sapphire 9 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
48 topaz 48 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Snowedge (dig speed 15 turns) Snowedge (dig speed 15 turns)3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +4 Con offense ------ Damage +9% fire +5% mind +3% cold When Hit 8 acid defense ------ Armor +6 Resistance +6% cold Mind save +10 (+3 eff.) other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 25 turns) sapper's dwarven-steel pickaxe (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +3 Cun +2 Str offense ------ Accuracy +4 (+4 eff.) other ------- Infravision +4 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
16 emerald 16 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 jade 9 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+10 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+10 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern of clarity brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +5 (+1 eff.) other ------- Light +3 See Stealth +6 See Invis +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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)1.0 Encumbrance muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
5 bloodstone 5 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 fire opal 9 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
33 garnet 33 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby 8 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
stralite kinetic stabiliser stralite kinetic stabiliser0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +12 (+4 eff.) Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun grounding strap voratun grounding strap0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +30% lightning Stun Resist +50% Tinkers can be attached to normal items to improve them with steam power! |
41 amethyst 41 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 diamond 5 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+5 eff.) Mind save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 pearl 5 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
30 quartz 30 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
61 alchemist ametrine 61 alchemist ametrine0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
alchemist zircon alchemist zircon0.0 Encumbrance T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
10 amber 10 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Zopski the Tinker Gnome Alchemist level 13
46th Retaking 124th year of Ascendancy at 18:56 see stats
By Zopski the Tinker Gnome Alchemist level 30
6th Pain 124th year of Ascendancy at 08:37 see stats
By Zopski the Tinker Gnome Alchemist level 10
39th Retaking 124th year of Ascendancy at 01:05 see stats
By Zopski the Tinker Gnome Alchemist level 20
9th Revenge 124th year of Ascendancy at 15:55 see stats
By Zopski the Tinker Gnome Alchemist level 30
5th Pain 124th year of Ascendancy at 21:34 see stats
By Zopski the Tinker Gnome Alchemist level 40
44th Dearth 124th year of Ascendancy at 13:17 see stats
By Zopski the Tinker Gnome Alchemist level 43
42nd Loss 124th year of Ascendancy at 18:29 see stats
By Zopski the Tinker Gnome Alchemist level 47
13rd Destruction 124th year of Ascendancy at 16:35 see stats
By Zopski the Tinker Gnome Alchemist level 33
24th Pain 124th year of Ascendancy at 06:16 see stats
By Zopski the Tinker Gnome Alchemist level 42
39th Loss 124th year of Ascendancy at 17:48 see stats
By Zopski the Tinker Gnome Alchemist level 25
40th Revenge 124th year of Ascendancy at 10:55 see stats
By Zopski the Tinker Gnome Alchemist level 40
24th Loss 124th year of Ascendancy at 09:14 see stats
By Zopski the Tinker Gnome Alchemist level 19
9th Revenge 124th year of Ascendancy at 05:04 see stats
By Zopski the Tinker Gnome Alchemist level 46
6th Destruction 124th year of Ascendancy at 04:50 see stats
Log
--------------------------------
Talent Throw Bomb is ready to use.
--------------------------------
Zopski picks up (F.): warrior's voratun ring of luminosity.
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
--------------------------------
Drolem (servant of Zopski)'s ice coating crumbles away.
--------------------------------
Zopski is no longer surging arcane power.
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 10 turns (stop reason: interesting terrain).
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 13 turns (stop reason: at door).