Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Psyshot |
Level / Exp | 39 / 51% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 27 (base 10) |
Dexterity | 81 (base 60) |
Constitution | 32 (base 10) |
Magic | 39 (base 27) |
Willpower | 34 (base 22) |
Cunning | 115 (base 60) |
Resources
Life | 1060/1060 |
Psi | 99/99 |
Steam | 100/100 |
Healing Factor | 1.1724420161895 |
Regeneration | 1.4655525202369 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Invisible | 3 |
Offense: Mainhand
Damage | 113 |
Accuracy | 84 |
Crit Chance | 75% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | 50 |
Accuracy | 73 |
Crit Chance | 54% |
APR | 66 |
Speed | 1.00 |
Offense: Spell
Spellpower | 62 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Acid | +31% |
All | +16% |
Physical | +43% |
Mind | +31% |
Nature | +31% |
Offense: Damage Penetration
Cold | +26% |
All | +6% |
Defense: Base
Armour (hardiness) | 53 (68.594633868923%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 0 |
Physical Save | 45 |
Spell Save | 31 |
Mental Save | 56 |
Defense: Resistances
Acid | + 54%( 70%) |
Blight | + 45%( 70%) |
Physical | + 42%( 70%) |
Cold | + 64%( 70%) |
All | + 41%( 70%) |
Darkness | + 43%( 70%) |
Light | + 45%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 52%( 70%) |
Nature | + 60%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Teleport Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 15% |
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.9 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 989% 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 Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 198% efficiency and cooldown mod of 59%. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Embedded Restoration Systems |
talent | Gestalt |
talent | Chant of Fortitude |
talent | Mechanical Arms |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Agrimley the hermit's elixir of focus |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by Glorema the fox. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Pea Shooter. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Cyronor the skeleton magus. Escort: lost warrior (level 3 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Aerithra the orc assassin. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed mummified bone. * You've found the needed vial of fire wyrm saliva. * You've found the needed snow giant kidney. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Eden's Guile (3 def, 2 armour) Eden's Guile (3 def, 2 armour) 2.0 T2 feet armor [Unique] Master While equipped: Stats +4 Cun ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +2% Phys.save +10 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | Blazevein the pouch of voratun shots (51/51, 184% power, 13 apr) Blazevein the pouch of voratun shots (51/51, 184% power, 13 apr) 3.0 T5 shot ammo [Random Unique] Master Power 184% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +13 Crit +26.0% Capacity 51 Proj.spd +200% Ranged+ +8 light On Hit.r1 +16 light On Hit: * 20% chance to slow global speed by 70% On Crit: * Wound the target dealing 301 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +3 Talents +5 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Elavea the Barkblight Elavea the Barkblight2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% darkness +3% nature +6% light Max.HP +40.00 ---------- misc Light +6 See.Invis +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 | Ivyra the dwarven-steel helm (0 def, 11 armour) Ivyra the dwarven-steel helm (0 def, 11 armour) 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Cun +5 Wil dps ---------- Crit.mult +20.00% Dmg.mod +3% physical ----- def ----- Armour +11 Fatigue +4% Resists +7% blight +16% cold Mind.save +18 (+5 eff.) ---------- misc Stam/ret +1.20 Equi/ret +1.70 Max.stam +20.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Gloves of the Firm Hand (0 def, 9 armour) Gloves of the Firm Hand (0 def, 9 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +9 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +4 Fatal Attractor Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | Elenyrim the Glarewasp [power 175] (15 cooldown) Elenyrim the Glarewasp [power 175] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +25 (+5 eff.) Dmg.mod +15% physical Acc +25 (+5 eff.) ----- def ----- Resists +2% physical ---------- misc Light +2 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 250 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | gold garnet ring gold garnet ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Phys.pwr +10 (+2 eff.) Dmg.mod +6% all Rings make your fingers look great! |
On fingers | voratun amber ring voratun amber ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all ----- def ----- Resists +22% acid +19% fire +19% lightning +23% cold Rings make your fingers look great! |
Around neck | wanderer's steel amulet of dexterity (+9) wanderer's steel amulet of dexterity (+9)0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +9 Dex +6 Cun +5 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
In main hand | steady stralite steamgun of piercing steady stralite steamgun of piercing 4.0 T4 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: * splashes acid on your target dealing 83 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Phys.crit +4.0% Res.pen +6% all Acc +19 (+4 eff.) Apr +8 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Frigidenvy the hardened leather belt Frigidenvy the hardened leather belt 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Wil +6 Cun +9 Lck dps ---------- Phys.pwr +30 (+6 eff.) Res.pen +20% cold Acc +20 (+4 eff.) ----- def ----- Defense +16 (+4 eff.) Stealth +11 ---------- misc T.Disarm +19 Max.stam +30.00 Infravis +5 A belt that goes around your waist. |
In off hand | Dridunadas the living mindstar (115% power, 43 apr, mind damage) Dridunadas the living mindstar (115% power, 43 apr, mind damage) 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Rare] Nature/Psionic Power 115% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +43 Crit +5.0% Atk.spd 100% On Crit.r2 +12 physical On Hit: * flashes light on your target dealing 129 damage While equipped: Stats +7 Cun +5 Str dps ---------- Mind.crit +5% Crit.mult +47.00% Mind.pwr +10 (+3 eff.) Dmg.mod +9% physical ----- def ----- Phys.save +6 (+2 eff.) Stun/Frz- +20% ---------- misc Stam/turn +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | murderer's cashmere cloak of backstabbing (3 def, 0 armour) murderer's cashmere cloak of backstabbing (3 def, 0 armour) 2.0 T3 cloak armor [Ego++] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Crit.mult +15.00% Acc +13 (+2 eff.) Apr +15 ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Stealth +10 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 31 armour) Spider-Silk Robe of Spydrë (10 def, 31 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison 40 physical ----- def ----- Armour +31 Hardiness +30% Defense +10 (+3 eff.) Fatigue +1% Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
medical injector implant (efficiency 115% / cooldown 89%) medical injector implant (efficiency 115% / 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 115% efficiency and cooldown mod of 89%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the duelist (efficiency 211% / cooldown 84%) medical injector implant of the duelist (efficiency 211% / cooldown 84%)0.1 T1 implant scroll [Ego] 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 211% efficiency and cooldown mod of 84%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 60; cd 13) healing infusion (heal 60; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 60 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 324; cd 13) healing infusion of the sneak (heal 324; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 324 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -157; dur 8; cd 35) heroism infusion (die at -157; dur 8; cd 35)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -157 life. The duration and life will increase by 1% for every 1% life you have lost (currently 157 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid Groove0.1 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: Alchemist's Helper schematic: Alchemist's Helper0.1 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: Antimagic Shell 3 schematic: Antimagic 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. |
4 schematic: Armour Reinforcement 4 schematic: Armour Reinforcement0.1 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: Black Light Emitter 2 schematic: Black Light Emitter0.1 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: Botanical Shell 2 schematic: Botanical 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: Crystal Edge 2 schematic: Crystal 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. |
3 schematic: Deflection Field 3 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Explosive Shell 6 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. |
4 schematic: Fiery Salve 4 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Flare Shell 5 schematic: Flare 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. |
6 schematic: Flash Powder 6 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. |
4 schematic: Focus Lens 4 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve 3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Headlamp 5 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. |
4 schematic: Hook Shell 4 schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Itching Powder 4 schematic: Itching 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. |
5 schematic: Kinetic Stabiliser 5 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil 3 schematic: Lightning Coil0.1 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: Magnetic Shell 4 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Mental Stimulator 4 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 Tread 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. |
3 schematic: Pain Suppressor Salve 3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Poison Groove 4 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Razor Edge 5 schematic: Razor 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. |
3 schematic: Rocket Boots 3 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. |
2 schematic: Rustproof Coating 2 schematic: Rustproof 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. |
6 schematic: Saw Projector 6 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell 2 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. |
3 schematic: Second Skin 3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Touch 2 schematic: Shocking Touch0.1 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. |
6 schematic: Spike Attachment 6 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. |
2 schematic: Spring Grapple 2 schematic: Spring Grapple0.1 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. |
11 schematic: Steamgun 11 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. |
5 schematic: Steamsaw 5 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. |
3 schematic: Thunder Grenade 3 schematic: Thunder Grenade0.1 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 Coating 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. |
2 schematic: Toxic Cannister Launcher 2 schematic: Toxic Cannister Launcher0.1 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: Unstoppable Force Salve 4 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector schematic: Viral Injector0.1 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: Viral Needlegun 4 schematic: Viral Needlegun0.1 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: Water Salve schematic: Water 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. |
5 schematic: Waterproof Coating 5 schematic: Waterproof 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. |
2 schematic: White Light Emitter 2 schematic: White Light Emitter0.1 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Cloudransom =20 stun= Cloudransom =20 stun=0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +9% lightning ----- def ----- Fatigue -5% Resists +9% blight +5% physical HP.reg +2.00 Stun/Frz- +20% ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
archmage's stralite amulet of magic (+8) archmage's stralite amulet of magic (+8)0.1 T4 amulet jewelry [Ego+] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +5% fire +5% cold +5% lightning Amulets make your neck look great! |
steel ring 'Zeradan' steel ring 'Zeradan'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Acc +25 (+5 eff.) Melee Ret 4 physical ----- def ----- Armour +8 Defense +20 (+5 eff.) HP.reg +3.00 Heal.mod +15% Stun/Frz- +29% Rings make your fingers look great! |
gold quartz ring gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +7 Cun dps ---------- Melee+ 13 physical Ranged+ 10 physical Dmg.mod +12% nature +3% temporal Res.pen +10% lightning +15% temporal On Hit (Melee): * 10% chance to slow global speed by 70% * 16% chance to reduce all saves and defense by 41 On Hit (Ranged): * 15% chance to reduce all saves and defense by 41 ----- def ----- Resists +16% acid +22% fire +22% lightning +16% cold Blind- +32% Stun/Frz- +30% ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Infravis +5 See.Stealth +16 See.Invis +17 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
stralite ring of pilfering stralite ring of pilfering0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +11 (+2 eff.) Apr +11 ----- def ----- Defense +11 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's stralite ring of aether (+14%) titan's stralite ring of aether (+14%)0.1 T4 ring jewelry [Ego] Arcane/Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +14% arcane ----- def ----- Resists +14% arcane Phys.save +10 (+3 eff.) Rings make your fingers look great! |
mule's voratun ring of lightning (+32%) mule's voratun ring of lightning (+32%)0.1 T5 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +16% lightning ----- def ----- Fatigue -8% Resists +32% lightning ---------- misc Max.enc +35 Rings make your fingers look great! |
lifebinding elven-wood magestaff of illumination (129% power, 5 apr, arcane element) lifebinding elven-wood magestaff of illumination (129% power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego+] Nature Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +4% Spell.pwr +18 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Defense +8 (+2 eff.) HP.reg +1.30 Heal.mod +12% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 137.79 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood magestaff of breaching (129% power, 5 apr, arcane element) shimmering elven-wood magestaff of breaching (129% power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% arcane Res.pen +12% arcane ---------- misc Mana/turn +0.22 Max.mana +52.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood starstaff of the prodigy (129% power, 5 apr, darkness element) void walker's elven-wood starstaff of the prodigy (129% power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +13 Mag +11 Wil +14 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) S.pwr/crit +8 Dmg.mod +25% darkness ----- def ----- Resists +6% darkness +9% temporal Def/telep +11 Res/telep +9% Dur/telep +9% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced stralite greatsword of shearing (162% power, 3 apr) enhanced stralite greatsword of shearing (162% power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 162% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Str +9 Dex +7 Mag +9 Wil +10 Cun +10 Con dps ---------- Res.pen +13% all Acc +30 (+6 eff.) Apr +13 Massive two-handed swords. |
Anmalice (158% power, 20 apr) Anmalice (158% power, 20 apr)3.0 T4 longsword 1H weapon Reqs Str 32 [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 10% Wil, 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-10 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
caustic dwarven-steel mace of torment (132% power, 4 apr) caustic dwarven-steel mace of torment (132% power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Nature/Psionic Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +16 acid +13 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +6% acid +12% nature Apr +10 Blunt and deadly. |
caustic stralite dagger of amnesia (136% power, 9 apr) caustic stralite dagger of amnesia (136% power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Psionic Power 137% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +12 acid +25 nature On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +13% acid +13% nature Apr +9 Sharp, short and deadly. |
Poleth the thorny mindstar (91% power, 24 apr, mind damage) =10 wil= Poleth the thorny mindstar (91% power, 24 apr, mind damage) =10 wil=3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Cun +10 Wil dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+2 eff.) Melee+ 9 cold Dmg.mod +2% physical +10% cold Res.pen +10% blight +4% physical +10% cold ----- def ----- Armour +11 Resists +4% physical +7% cold Spell.save +2 (+1 eff.) ---------- misc Psi/ret +0.04 Max.mana +60.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
balanced dwarven-steel steamsaw of ruin (118% power, 0 apr) balanced dwarven-steel steamsaw of ruin (118% power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego+] Master/Steamtech Power 119% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +8.0% Crit.mult +18.00% Acc +10 (+2 eff.) Apr +7 ----- def ----- Armour +4 Defense +13 (+3 eff.) Fatigue +8% Disarm- +29% ---------- misc 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! |
yew longbow yew longbow4.0 T3 longbow 2H weapon [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
Vindicator Vindicator4.0 T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 100% Range +7 Proj.spd +600% Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
penetrating stralite steamgun of true flight penetrating stralite steamgun of true flight4.0 T4 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +11.0% Res.pen +13% physical Acc +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
warden's stralite steamgun warden's stralite steamgun4.0 T4 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% temporal +7% physical Res.pen +8% temporal +8% physical ---------- misc Reload +2 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's voratun steamgun of life draining ranger's voratun steamgun of life draining4.0 T5 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +17 draining blight Uses 2.0 Steam While equipped: Stats +3 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
hateful pouch of stralite shots of crippling (17/17, 152% power, 5 apr) hateful pouch of stralite shots of crippling (17/17, 152% power, 5 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 17 Ranged+ +13 darkness Against +11% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
impervious dwarven-steel shield of the stars (0 def, 14 armour, 120 block) impervious dwarven-steel shield of the stars (0 def, 14 armour, 120 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Mag +4 Cun +5 Con dps ---------- Dmg.mod +13% light +12% darkness ----- def ----- Armour +14 Fatigue +8% Resists +11% light +13% darkness Phys.save +8 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
focusing silk robe of Angolwen (0 def, 0 armour) focusing silk robe of Angolwen (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +9 (+2 eff.) S.pwr/crit +3 ----- def ----- Resists +13% all Silence- +32% ---------- misc Mana/turn +0.26 Psi/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
reinforced leather armour of delving (12 def, 7 armour) reinforced leather armour of delving (12 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +7 Str ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +14% darkness +10% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
rejuvenating reinforced leather armour of stability (12 def, 7 armour) rejuvenating reinforced leather armour of stability (12 def, 7 armour)9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +8% physical Phys.save +14 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
marauder's drakeskin leather armour of alacrity (24 def, 8 armour) marauder's drakeskin leather armour of alacrity (24 def, 8 armour)9.0 T5 light armor [Ego++] Master While equipped: Stats +4 Str +9 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +24 (+6 eff.) Fatigue +8% Phys.save +5 (+2 eff.) A suit of armour made of leather. |
enlightening stralite mail armour (4 def, 8 armour) enlightening stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Psionic While equipped: Stats +5 Cun +8 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +19 (+5 eff.) A suit of armour made of mail. |
enlightening dwarven-steel plate armour of thunder (0 def, 11 armour) enlightening dwarven-steel plate armour of thunder (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego++] Arcane/Psionic While equipped: Stats +5 Str +5 Mag +10 Wil +5 Cun dps ---------- Phys.crit +8.0% Spell.crit +5% Mind.crit +6% Phys.pwr +15 (+3 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +13 (+3 eff.) ----- def ----- Armour +11 Fatigue +22% Resists +14% lightning Mind.save +10 (+3 eff.) A suit of armour made of metal plates. |
Hanasus the rough leather belt Hanasus the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Res.pen +10% mind Against +17% Summoned ----- def ----- Resists +6% lightning +2% physical D.Red.from +16% Summoned HP.reg +4.00 A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- Resists +5% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blindrune (2 def, 0 armour) =10 con= Blindrune (2 def, 0 armour) =10 con=2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +5 Cun +10 Con dps ---------- Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 33% ----- def ----- Defense +2 (+0 eff.) Resists +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of mindcraft (2 def, 0 armour) battlemaster's cashmere cloak of mindcraft (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Dex +4 Wil +4 Cun +3 Con dps ---------- Mind.crit +5% ----- def ----- Defense +2 (+0 eff.) Spell.save +7 (+3 eff.) ---------- misc Stam/turn +0.30 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
marshal's cashmere cloak (2 def, 0 armour) marshal's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Defense +2 (+0 eff.) Phys.save +8 (+3 eff.) Max.HP +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of hardened leather boots (0 def, 3 armour) dreamer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +3 Phys.save +11 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+2 eff.) A pair of boots made of leather. |
scholar's pair of hardened leather boots of disengagement (0 def, 3 armour) scholar's pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Armour +3 Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of drakeskin leather boots 'Drorach' (4 def, 5 armour) pair of drakeskin leather boots 'Drorach' (4 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +10 Dex +3 Mag +3 Wil dps ---------- Dmg.mod +10% blight ----- def ----- Armour +5 Defense +4 (+1 eff.) Fatigue -7% Resists +6% lightning +6% blight +6% acid Crit.chn- 15.00% Phys.save +11 (+4 eff.) Heal.mod +10% ---------- misc Max.enc +50 Blink to a nearby random location (rad 13) Puts all charms on 25 cooldown A pair of boots made of leather. It was corrupted by the digestive sack. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (121 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (202 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're very careful. |
blightbringer's pair of dwarven-steel boots of speed (0 def, 4 armour) blightbringer's pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +7 (+1 eff.) Mov.spd +25% Dmg.mod +7% acid +7% blight ----- def ----- Armour +4 Fatigue +3% Disease- +28% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour) =31 stun= undeterred pair of dwarven-steel boots of rushing (0 def, 4 armour) =31 stun=3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Con ----- def ----- Armour +4 Fatigue +3% Silence- +24% Confus- +34% Stun/Frz- +31% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. |
hardened leather hat 'Belidalerin' (0 def, 3 armour) =5 dex= hardened leather hat 'Belidalerin' (0 def, 3 armour) =5 dex=2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex +1 Con dps ---------- Phys.crit +4.0% Dmg.mod +15% physical ----- def ----- Armour +3 Fatigue +3% ---------- misc Max.stam +30.00 A hat made of leather. Very stylish. |
starseer's elven-silk wizard hat of decomposition (3 def, 0 armour) starseer's elven-silk wizard hat of decomposition (3 def, 0 armour)2.0 T5 head armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +6% darkness +10% temporal +4% light +8% physical ----- def ----- Defense +3 (+1 eff.) Resists +5% lightning +6% temporal +5% light +5% fire +4% nature +5% acid +5% blight +5% cold +5% darkness A pointy cloth hat, very wizardly... |
Strikegasher (0 def, 7 armour) Strikegasher (0 def, 7 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% blight +9% fire Res.pen +25% lightning ----- def ----- Armour +7 Fatigue +3% Resists +18% lightning +9% fire ---------- misc Infravis +3 A cap made of leather. |
Crown of Command (3 def, 6 armour) =10 wil= Crown of Command (3 def, 6 armour) =10 wil=3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
dwarven-steel helm 'Brenuntir' (0 def, 4 armour) =20 stun= dwarven-steel helm 'Brenuntir' (0 def, 4 armour) =20 stun=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% ----- def ----- Armour +4 Fatigue +4% Resists +3% acid +2% physical Max.HP +40.00 Stun/Frz- +20% ---------- misc Stam/ret +1.80 Equi/ret +1.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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. |
9 spinel 9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
13 citrine 13 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. |
7 zircon 7 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. |
3 aquamarine 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. |
10 opal 10 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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 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. |
5 onyx 5 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 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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. |
4 quartz 4 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. |
jade jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +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 Dmg.mod +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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
686 alchemist agate 686 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright brass lantern of focus =4 wil= bright brass lantern of focus =4 wil=2.0 T1 lite [Ego] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 147.03 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 147.03 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Automated Portable Extractor 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. |
dwarven steel armour reinforcement dwarven steel armour reinforcement0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +3 Hardiness +20% Fatigue +3% Tinkers can be attached to normal items to improve them with steam power! |
steel grip steel grip0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +70% ---------- misc Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
mastercraft saw shell mastercraft saw shell0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunderclap coating mastercraft thunderclap coating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On Hit.r1 +80 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 36] powerful frost salve [power 36]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 198% efficiency and 59% cooldown modifier. Remove 2 physical effects and grants a frost aura (36% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 48] amazing frost salve [power 48]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 198% efficiency and 59% cooldown modifier. Remove 3 physical effects and grants a frost aura (48% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 589] great healing salve [power 589]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 198% efficiency and 59% cooldown modifier. Heal 589 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Hetterim the iron pickaxe (dig speed 30 turns) =5 str= Hetterim the iron pickaxe (dig speed 30 turns) =5 str=3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +1 Dex dps ---------- Dmg.mod +3% mind Apr +6 ----- def ----- Defense +10 (+3 eff.) Resists +6% mind Phys.save +6 (+2 eff.) While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Strikebrawn the dwarven-steel pickaxe (dig speed 14 turns) Strikebrawn the dwarven-steel pickaxe (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +6 (+1 eff.) Dmg.mod +12% lightning +9% physical Apr +6 ----- def ----- Phys.save +12 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed dwarven-steel pickaxe (dig speed 24 turns) bloodhexed dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +7 Str +5 Wil dps ---------- Phys.crit +7.0% Mind.crit +7% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dream-smith's dwarven-steel pickaxe (dig speed 15 turns) dream-smith's dwarven-steel pickaxe (dig speed 15 turns)3.0 T3 digger tool [Ego+] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +9% mind +8% fire ----- def ----- Mind.save +10 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Stimulus Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+3 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save +15 (+4 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Eye of the Dreaming One =5 wil= Eye of the Dreaming One =5 wil=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 18 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) 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. |
Saloravena [power 296] (15 cooldown) =20 stun= Saloravena [power 296] (15 cooldown) =20 stun=2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Defense +25 (+6 eff.) Resists +1% physical Pinning- +20% Stun/Frz- +20% Teleport- +20% Sting an enemy dealing 388 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Pea Shooter the Ogre Psyshot level 34
42nd Regrowth 123rd year of Ascendancy at 03:05 see stats
By Pea Shooter the Ogre Psyshot level 34
40th Regrowth 123rd year of Ascendancy at 08:55 see stats
By Pea Shooter the Ogre Psyshot level 25
47th Haze 122nd year of Ascendancy at 13:38 see stats
By Pea Shooter the Ogre Psyshot level 10
7th Flare 122nd year of Ascendancy at 17:51 see stats
By Pea Shooter the Ogre Psyshot level 38
8th Pyre 123rd year of Ascendancy at 15:23 see stats
By Pea Shooter the Ogre Psyshot level 36
65th Regrowth 123rd year of Ascendancy at 01:43 see stats
By Pea Shooter the Ogre Psyshot level 35
52nd Regrowth 123rd year of Ascendancy at 15:07 see stats
By Pea Shooter the Ogre Psyshot level 22
36th Haze 122nd year of Ascendancy at 21:50 see stats
By Pea Shooter the Ogre Psyshot level 35
52nd Regrowth 123rd year of Ascendancy at 20:39 see stats
By Pea Shooter the Ogre Psyshot level 25
47th Haze 122nd year of Ascendancy at 12:50 see stats
By Pea Shooter the Ogre Psyshot level 10
7th Flare 122nd year of Ascendancy at 17:49 see stats
By Pea Shooter the Ogre Psyshot level 20
2nd Haze 122nd year of Ascendancy at 23:20 see stats
By Pea Shooter the Ogre Psyshot level 30
28th Regrowth 123rd year of Ascendancy at 22:01 see stats
By Pea Shooter the Ogre Psyshot level 27
9th Decay 122nd year of Ascendancy at 22:12 see stats
By Pea Shooter the Ogre Psyshot level 35
64th Regrowth 123rd year of Ascendancy at 16:43 see stats
By Pea Shooter the Ogre Psyshot level 24
45th Haze 122nd year of Ascendancy at 21:58 see stats
By Pea Shooter the Ogre Psyshot level 39
8th Pyre 123rd year of Ascendancy at 20:47 see stats
By Pea Shooter the Ogre Psyshot level 9
2nd Summertide 122nd year of Ascendancy at 15:23 see stats
By Pea Shooter the Ogre Psyshot level 20
5th Haze 122nd year of Ascendancy at 10:29 see stats
By Pea Shooter the Ogre Psyshot level 26
49th Haze 122nd year of Ascendancy at 07:05 see stats
By Pea Shooter the Ogre Psyshot level 16
54th Dusk 122nd year of Ascendancy at 15:33 see stats
By Pea Shooter the Ogre Psyshot level 33
39th Regrowth 123rd year of Ascendancy at 03:57 see stats
Log
A psionic shield forms around Pea Shooter.
Salynn the skeleton warrior resonates with the damage.
Pea Shooter's tinker attains critical power!
Salynn the skeleton warrior is corroded.
Pea Shooter performs a melee critical strike against Salynn the skeleton warrior!
Pea Shooter's Explosive Shell hits Salynn the skeleton warrior for 306 physical, 468 physical, 6 light, 12 light, 208 acid (1000 total damage).
Pea Shooter hits Salynn the skeleton warrior for 351 mind damage.
Pea Shooter killed Salynn the skeleton warrior!
--------------------------------
Pea Shooter picks up ( .): shimmering elven-wood magestaff of breaching (129% power, 5 apr, arcane element).
Pea Shooter picks up ( .): Strikegasher (0 def, 7 armour).
--------------------------------
Pea Shooter picks up (5.): archmage's stralite amulet of magic (+8).
--------------------------------
Resting starts...
The psionic shield around Pea Shooter crumbles.
Talent Improved Gestalt is ready to use.
The Searing Horror adds a reflective shield to its allies!
Talent Explosive Shell is ready to use.
The Searing Horror adds a reflective shield to its allies!
Talent Ogric Wrath is ready to use.
The Searing Horror adds a reflective shield to its allies!
Rested for 19 turns (stop reason: all resources and life at maximum).
--------------------------------
A psionic shield forms around Pea Shooter.
Pea Shooter deactivates his cloak's restoration systems.