
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ashes of Urh'Rok 1.5.0Official 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:
QuickTome: Event Changes 1.3.1 QuickTome: Orb of Communication 1.3.1 Insane/Madness Last Hope Spawn 1.4.6Spawns the player directly in Last Hope if it detects the game is set to Insane or Madness difficulty. The starting quest is forced to the default Allied Kingdoms quest, "Of trolls and damp caves". ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: (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.
Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Mex's Start in Last Hope 1.5.0Changes your starting zone to Last Hope. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Select your Escorts 1.5.0Allows 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. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Better Item Description 1.5.5This 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 Mex's Start Rebalance 1.5.0Removes start scumming and drowning and replaces them with rebalance changes. Full details in discussion thread. planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds v4 - added steamsaw/guns to old man v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s Forbidden Cults 1.5.9Official 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 | Infinite |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Gunslinger |
| Level / Exp | 26 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by orc necromancer at level 15 on the 8th Flare 122nd year of Ascendancy at 15:17 2 / 5Killed by Silana the mean looking elven guard at level 18 on the 4th Dusk 122nd year of Ascendancy at 07:09 Killed by Neriraba the master vampire at level 25 on the 18th Dusk 122nd year of Ascendancy at 10:12 Killed by saw horror at level 26 on the 20th Dusk 122nd year of Ascendancy at 14:47 Killed by Infgu at level 26 on the 20th Dusk 122nd year of Ascendancy at 15:02 |
Primary Stats
| Strength | 35 (base 19) |
| Dexterity | 68 (base 55) |
| Constitution | 17 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 31 (base 10) |
| Cunning | 57 (base 45) |
Resources
| Life | 488/488 |
| Steam | 100/100 |
| Healing Factor | 1.2561497326203 |
| Regeneration | 7.7881283422459 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 13 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 49 |
| Crit Chance | 35% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 44 |
| Accuracy | 49 |
| Crit Chance | 35% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Physical | +47% |
| Light | +3% |
| Nature | +8% |
Offense: Damage Penetration
| Light | +5% |
| Nature | +15% |
| Physical | +8% |
| Mind | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 26.335093952971 (48.103448275862%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 22 |
| Physical Save | 39 |
| Spell Save | 24 |
| Mental Save | 34 |
Defense: Resistances
| Lightning | + 34%( 70%) |
| Light | + 9%( 70%) |
| Nature | + 20%( 70%) |
| Cold | + 30%( 70%) |
| Fire | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 62% |
| Bleed Resistance | 40% |
| Instadeath Resistance | 100% |
| Poison Resistance | 40% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 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 114% efficiency and cooldown mod of 92%. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 81%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 13% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 13)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16)You completed the challenge and received: Random Artifact: Flamestake | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 20)You completed the challenge and received: Random Artifact: Voruma | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 23) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9)You completed the challenge and received: +3 Stat Points | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 17)3 / 4 demon spawn killed. | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 12) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 19) | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Lustremortal (20/20, 122% power, 2 apr) 3.0 T2 shot ammo [Random Unique] Arcane/Master/Psionic Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 20 Ranged+ +8 temporal +16 light +8 blight +8 bleed On Hit.r1 +4 light On Hit: * 5% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown On Crit: * wounds the target for 7 turns: 10 bleeding, 44% reduced healing While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern 'Dawndeath'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% light +15% nature Melee Ret 12 fire ----- def ----- Resists +9% light +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Snow Giant Wraps (0 def, 2 armour) 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% ---------- misc Talents +2 Project Saw Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 155.15 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Saluvena0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con +2 Wil dps ---------- Mind.crit +4% ----- def ----- HP.reg +1.20 Stun/Frz- +22% ---------- misc Infravis +1 Rings can have magical properties. |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | ranger's stralite steamgun 4.0 T4 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * injects a simple virus dealing 39 blight damage on hit and lowering the victims highest stat Uses 2.0 Steam While equipped: Stats +1 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Olerain' 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +2 Wil +4 Cun +7 Lck dps ---------- Spell.pwr +5 (+3 eff.) Res.pen +25% mind ----- def ----- Fatigue -4% Mind.save +5 (+3 eff.) Stealth +7 ---------- misc T.Disarm +7 Max.enc +32 Psi/ret +0.04 Infravis +4 A belt that goes around your waist. |
| In off hand | strafer's steel steamgun of power 4.0 T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% On Hit.r1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% physical Res.pen +8% physical Acc +5 (+1 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | murderer's cashmere cloak of the Shaloren (2 def, 0 armour) 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Dex +2 Mag +2 Wil +3 Cun dps ---------- Acc +6 (+2 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Resists +24% lightning Stun/Frz- +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dwarven-steel mail armour 'Hettuganeg' (3 def, 12 armour) 14.0 T3 heavy armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +21% physical ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +11% Phys.save +19 (+6 eff.) Max.HP +20.00 HP.reg +4.40 Poison- +40% Disease- +40% Cut- +40% A suit of armour made of mail. |
Inventory
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 157)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 157 and cleanse 1 wound and 1 poison 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 ability. |
healing infusion of the wizard (heal 54)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 54 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the duelist (rad 8; power 53; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 26). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 53) for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (372% speed; 4 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 372% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 8 turns, die at -203)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 8 turns. While Heroism is active, you will only die when reaching -203 life. It will always increase your three highest stats. 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 ability. |
heat beam rune (40 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 230 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet 'Darkcast'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +15% lightning Res.pen +5% darkness ----- def ----- Resists +10% fire +9% darkness +11% cold Amulets can have magical properties. |
Rhoyon the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +5 Mag +2 Wil ----- def ----- Resists +14% lightning Stun/Frz- +30% ---------- misc See.Invis +12 Amulets can have magical properties. |
restful gold amulet of strength (+2)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% HP.reg +2.10 Amulets can have magical properties. |
Arcnail the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% lightning Res.pen +10% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +16% lightning +15% acid Stun/Frz- +28% Amulets can have magical properties. |
Aduvea the Venomnight0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +12% arcane Res.pen +20% nature On Hit (Melee): * Slows global speed by 15% * 15% chance to corrode armour by 30% ----- def ----- Resists +12% arcane Phys.save +7 (+2 eff.) Spell.save +10 (+5 eff.) Mind.save +6 (+3 eff.) Rings can have magical properties. |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) HP.reg +0.80 Stun/Frz- +22% Rings can have magical properties. |
pixie's gold ring of darkness (+22%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +2 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings can have magical properties. |
warrior's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +8 Resists +24% lightning Rings can have magical properties. |
Plague-Fire Sceptre (127% power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 127% Range: 1.2x Uses 150% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+14 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
coral trident of daylight (108% power, 6 apr)3.0 T1 trident 2H weapon [Ego] Arcane Power 108% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +1.5% Atk.spd 100% Melee+ +10 light Against +12% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident of amnesia (136% power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Psionic Power 137% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown While equipped: A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial deep-steel trident (128% power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Nature Power 128% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% On Crit.r2 +12 ice While equipped: dps ---------- Res.pen +12% cold ----- def ----- Armour +7 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling stralite waraxe of projection (138% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane/Psionic Power 139% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) One-handed war axes. |
quick dwarven-steel dagger (112% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 112% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 111% While equipped: Stats +2 Dex dps ---------- Acc +6 (+2 eff.) Sharp, short and deadly. |
parasitic thorny mindstar of slime (94% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Disrupt/Psionic This parasitic mindstar will draw strength from other psionic mindstars. Power 95% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% nature On Melee Ret: * Slows global speed by 2% ----- def ----- HP.leech%% +5% HP.leech +7% ---------- misc Hate/m.crit +2.00 Max.hate +10.00 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. |
thunderous elven-wood longbow4.0 T4 longbow 2H weapon [Ego+] Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +9 On Hit: * 8% chance to daze at end of turn While equipped: Stats +3 Str +3 Dex +2 Mag +5 Wil +2 Cun +3 Con dps ---------- Res.pen +8% lightning Longbows are used to shoot arrows at your foes. |
cured leather sling 'Eilinymina'4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 143% Range +7 Proj.spd +200% Ranged+ +6 acid While equipped: Stats +1 Mag +1 Wil dps ---------- Dmg.mod +9% acid +8% physical Res.pen +11% physical ----- def ----- Spell.save +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Voruma4.0 T3 sling 1H weapon [Rare] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 On Hit.r1 +2 arcane On Crit.r2 +2 arcane On Hit: * 20% chance to cause random gloom * 6% chance to corrode armour by 30% While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% mind Res.pen +7% acid +17% physical +5% mind ----- def ----- HP.reg +0.60 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of cold4.0 T3 sling 1H weapon [Ego] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +7 cold While equipped: dps ---------- Dmg.mod +11% cold Slings are used to hurl stones or metal shots at your foes. |
blazebringer's iron steamgun4.0 T1 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +9 fire Uses 2.0 Steam While equipped: dps ---------- All.spd +2% Res.pen +6% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike stralite steamgun4.0 T4 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 111% Range +9 Proj.spd +800% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
self-loading pouch of dwarven-steel shots of wind (23/23, 136% power, 3 apr)3.0 T3 shot ammo [Ego] Arcane/Nature Power 137% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 23 Rld cld 4 Proj.spd +200% On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
Firewalker (8 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+4 eff.) Resists -10% cold +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
troll-hide cured leather armour of Toknor (2 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Hardiness +0% Defense +2 (+1 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.90 Heal.mod +11% Poison- +0% Disease- +0% Cut- +0% A suit of armour made of leather. |
Flamestake1.0 T1 belt armor [Rare] Arcane/Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +15% arcane +15% fire ----- def ----- Fatigue -5% Resists +5% arcane +3% fire Spell.save +6 (+3 eff.) Anom.red +10 Max.HP +55.00 ---------- misc Max.enc +22 Max.mana +37.00 Max.stam +27.00 Max.hate +11.00 Max.psi +21.00 Max.vim +22.00 Max.P.En +21.00 Max.N.En +21.00 Size +1 A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -3% Resists +0% lightning Max.HP +30.00 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scaldslicer the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +3 Mag +3 Wil +2 Cun dps ---------- Dmg.mod +6% fire Res.pen +10% arcane ----- def ----- Defense +2 (+1 eff.) Resists +12% temporal +11% darkness +5% arcane Spell.save +8 (+4 eff.) Def/telep +10 Res/telep +11% Dur/telep +14% ---------- misc Max.mana +45.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +2 (+1 eff.) Fatigue -4% Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 A pair of boots made of leather. |
steady rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +14 (+4 eff.) ----- def ----- Armour +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets of dexterity (+3) (0 def, 7 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 physical Dmg.mod +4% physical Acc +11 (+3 eff.) ----- def ----- Armour +7 Metal gloves protecting the hands up to the middle of the lower arm. |
Ebonyglean (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% acid +12% darkness Res.pen +10% acid Melee Ret 16 darkness On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
miner's rough leather cap of constitution (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
Huregas (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +5 Str +3 Dex +2 Mag +7 Con dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +3% blight On Hit (Melee): * 10% chance to disease ----- def ----- Armour +3 Fatigue +3% Resists +5% cold +7% fire ---------- misc Infravis +3 A hat made of leather. Very stylish. |
insulating drakeskin leather cap of trickery (0 def, 5 armour)2.0 T5 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +5 Fatigue +5% Resists +5% cold +6% fire ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 A cap made of leather. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+3 eff.) Spell.pwr +10 (+5 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
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. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
5 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. |
8 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Con +5 Mag 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. |
96 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. |
nightwalker's brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) ---------- misc Light +2 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. |
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. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
iron armour reinforcement0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell0.0 T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
perfect explosive shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 19] powerful frost salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 92% cooldown modifier. Remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 224] powerful pain suppressor salve [power 224]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 92% cooldown modifier. Let you fight up to -224 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great healing salve [power 309] great healing salve [power 309]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 114% efficiency and 92% cooldown modifier. Heal 309 Puts Talent Medical Injector on 15 cooldown Medical salve. |
dwarven-steel pickaxe of endurance (dig speed 32 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
steel torque of kinetic psionic shield [power 43] (20 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 43 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
quiet dwarven-steel torque of thermal psionic shield [power 69] (20 cooldown)2.0 T3 torque charm [Ego+] Psionic While equipped: ---------- misc Talents +2 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 69 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Infgu the Shalore Gunslinger level 24
15th Dusk 122nd year of Ascendancy at 05:16 see stats
Exterminator
Killed 1000 creatures.By Infgu the Shalore Gunslinger level 22
10th Dusk 122nd year of Ascendancy at 00:47 see stats
Infinite x10
Got to level 10 of the infinite dungeon.By Infgu the Shalore Gunslinger level 10
10th Mirth 122nd year of Ascendancy at 08:08 see stats
Infinite x20
Got to level 20 of the infinite dungeon.By Infgu the Shalore Gunslinger level 22
9th Dusk 122nd year of Ascendancy at 16:09 see stats
Level 10
Got a character to level 10.By Infgu the Shalore Gunslinger level 10
8th Mirth 122nd year of Ascendancy at 12:41 see stats
Level 20
Got a character to level 20.By Infgu the Shalore Gunslinger level 20
5th Dusk 122nd year of Ascendancy at 17:16 see stats
Size matters
Did over 600 damage in one attack.By Infgu the Shalore Gunslinger level 22
11st Dusk 122nd year of Ascendancy at 01:32 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Infgu the Shalore Gunslinger level 20
5th Dusk 122nd year of Ascendancy at 22:02 see stats
Log
Imploding (slow) from Saw horror hits Infgu for (29 resist armour), 66 physical (66 total damage).
Naga myrmidon uses Infusion: Heroism.
Naga myrmidon casts Rune: Lightning.
Naga myrmidon hits Something for 114 lightning damage.
Naga myrmidon hits Orc warrior for 114 lightning damage.
Naga myrmidon hits Infgu for (29 resist armour), 46 lightning (46 total damage).
Orc warrior uses Pride of the Orcs.
Saw horror uses Razor Saw.
Orc warrior starts to bleed.
Saw horror hits Something for 265 physical damage.
Saw horror hits Orc warrior for 229 physical damage.
Saw horror hits Infgu for (29 resist armour), 236 physical (236 total damage).
Orc warrior receives 147 healing from Pride of the Orcs.
Infgu the level 26 shalore gunslinger was sliced to death by a saw horror on level 25 of Infinite Dungeon.
--------------------------------
You are unable to move!
You have 2 life(s) left.
Infgu tessellates her cloak!
Infgu shakes off the crushing forces.
Infgu shakes free of the telekinetic binding
Infgu deactivates Embedded Restoration Systems.
Infgu deactivates her cloak's restoration systems.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Saw horror killed Infgu!
Saving done.
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Saving game...

























































































































