















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.7 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Timed Rest 1.1.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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:
Improved Auto-explore and Rest 1.5.5Quality 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. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Temporal Warden Tweaks 1.5.0Assorted quality-of-life tweaks for Temporal Wardens. If you know at least one talent in the Chronomancy/Blade Threading or Chronomancy/Bow Threading trees, then:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. 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 Items Vault 1.5.0Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Orcs |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 31 / 23% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
| Strength | 65 (base 60) |
| Dexterity | 69 (base 60) |
| Constitution | 63 (base 60) |
| Magic | 28 (base 16) |
| Willpower | 69 (base 60) |
| Cunning | 88 (base 60) |
Resources
| Life | 1081/1081 |
| Steam | 130/130 |
| Healing Factor | 1.3412017167382 |
| Regeneration | 1.3412017167382 |
Speed
| Mental | +4.5% |
| Attack | +4.5% |
| Movement | +40% |
| Spell | +4.5% |
| Global | +103% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 62 |
| Crit Chance | 38% |
| APR | 32 |
| Speed | 0.96 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 62 |
| Crit Chance | 38% |
| APR | 32 |
| Speed | 0.96 |
Offense: Spell
| Spellpower | 24.5 |
| Crit Chance | 30% |
| Speed | 0.95693779904306 |
Offense: Mind
| Mindpower | 60 |
| Crit Chance | 30% |
| Speed | 0.95693779904306 |
Offense: Damage Bonus
| Darkness | +12% |
| Light | +10% |
| Physical | +13% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Blight | +18% |
| Mind | +28% |
| All | +13% |
Defense: Base
| Armour (hardiness) | 20.05 (52.131147540984%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 41 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Darkness | + 38%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 22%( 70%) |
| Cold | + 26%( 70%) |
| All | + 18%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Pinning Resistance | 100% |
| Disarm Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 51 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 129% efficiency and cooldown mod of 66%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 147% efficiency and cooldown mod of 98%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 351 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Automation | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
| talent | Automated Cloak Tessellation |
| talent | Embedded Restoration Systems |
| detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
| detrimental effect | On death will restore to the source up to 4 times the vim's worth. Bleak Outcome |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | Kuledir the pouch of steel shots (19/19, 35-42 power, 7 apr)3.0 T2 shot ammo [Rare] Master Power 35.0 - 42.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Acc +9 Apr +7 Crit +4.5% Capacity 19 Proj.spd +200% Ranged+ +8 physical While equipped: ---------- misc Reload +2 Shots are used with slings to pummel your foes to death. |
| Light source | bright alchemist's lamp of the zealot1.0 T3 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +10 (+4 eff.) ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed rough leather cap of precognition (5 def, 1 armour) 2.0 T1 head armor [Ego++] Nature/Master While equipped: Stats +3 Cun +3 Str dps ---------- Acc +4 (+1 eff.) Melee Ret 5 physical On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Silence- +20% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 150.0 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
| On hands | hardened leather gloves 'Vorinor' (0 def, 2 armour) 1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +15% mind Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +6% acid Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +30% ---------- misc Talents +1 Sand Shredder Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Stimulus2.0 T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun ----- def ----- Defense +12 (+4 eff.) Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +15 (+5 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.' |
| On fingers | Arthylarath the voratun ring0.1 T5 ring jewelry [Random Unique] Arcane While equipped: Stats +10 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +24 (+4 eff.) Dmg.mod +12% darkness Res.pen +5% blight Melee Ret 12 acid 12 blight ----- def ----- Resists +6% blight +24% darkness +6% acid Rings can have magical properties. |
| On fingers | sneakthief's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +14 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+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 can have magical properties. |
| Around neck | Sunstone0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) Dmg.mod +10% light +10% fire ----- def ----- Resists +10% cold ---------- misc Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
| In main hand | gunslinger's stralite steamgun of recursion4.0 T4 steamgun 1H weapon [Ego++] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Dmg.conv 32% temporal On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +13% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+2 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Cloak | spellcowled cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Crit.mult +15.00% Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) Stealth +7 ---------- misc Max.mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
movement infusion of the wizard (483% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 483% 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. 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. |
biting gale rune of the sneak (152 cold damage; freeze 3 turns with power 61)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 151.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 61 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
schematic: Power Distributor0.1 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. |
stralite amulet of strength (+2)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties. |
elm starstaff of protection (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% physical ----- def ----- Resists +5% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging yew vilestaff of fate (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+2 eff.) S.pwr/crit +5 Dmg.mod +20% blight ----- def ----- Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ce'Nylaith (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +7.5% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Phys.crit +4.0% Spell.crit +4% Phys.pwr +4 (+1 eff.) Spell.pwr +12 (+2 eff.) Dmg.mod +25% light +12% physical Apr +2 ----- def ----- Armour +3 Hardiness +7% Phys.save +10 (+3 eff.) HP.reg +0.40 ---------- misc Max.stam +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Jetweeper' (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 fire On Crit.r2 +4 fire While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% arcane On Hit (Melee): * 15% chance to disease * 15% chance to inflict 15% damage reduction ----- def ----- Resists +20% darkness +3% fire ---------- misc Vim/s.crit +3.00 Max.vim +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood vilestaff of fate (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+2 eff.) Dmg.mod +25% blight ----- def ----- Resists +8% darkness +8% temporal Phys.save +9 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +5 (+1 eff.) Anom.red +18 Def/telep +18 Res/telep +9% Dur/telep +27% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blazebringer's dwarven-steel battleaxe of persecution (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Nature/Disrupt Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Against +19% Unnatural On Crit.r2 +12 fire While equipped: Stats +2 Wil dps ---------- All.spd +3% Res.pen +10% fire Massive two-handed battleaxes. |
Bethuwe (52-78 power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Disrupt/Master Power 52.0 - 78.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +8 mind On Hit: * 20 arcane resource burn On Crit: * cripple the target While equipped: dps ---------- Phys.crit +17.0% ----- def ----- Resists +12% acid +3% cold +3% darkness Spell.save +6 (+2 eff.) Massive two-handed battleaxes. |
acidic stralite battleaxe of crippling (45.5-68.25 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Arcane/Master Power 45.5 - 68.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +19 acid On Crit: * splashes the target with acid * cripple the target While equipped: dps ---------- Phys.crit +12.0% Massive two-handed battleaxes. |
dwarven-steel greatsword of massacre (45.5-72.8 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 45.5 - 72.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
Xoma the Galedream (59.5-95.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master Power 59.5 - 95.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +22 lightning +8 arcane +25 blight On Hit: * 31% chance to disease * 25% chance for lightning to arc to a second target While equipped: dps ---------- Spell.crit +2% S.pwr/crit +2 ---------- misc Mana/turn +0.04 Massive two-handed swords. |
warbringer's stralite greatsword of corruption (51-81.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Arcane/Master Power 51.0 - 81.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 9% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: Stats +6 Con dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +14% physical ----- def ----- Disarm- +28% Massive two-handed swords. |
dwarven-steel longsword of massacre (29-40.6 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
flaming stralite longsword of vileness (34-47.6 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Arcane Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +9 fire On Hit: * 15% chance to disease Sharp, long, and deadly. |
arcing dwarven-steel mace of daylight (24.5-34.3 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 light +10 lightning Against +5% Undead On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
hateful stralite mace of erosion (35.5-49.7 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Nature/Psionic Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 temporal +10 darkness +10 nature Against +13% Living Blunt and deadly. |
truestriking dwarven-steel waraxe (18-25.2 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +7 (+2 eff.) Apr +8 One-handed war axes. |
inquisitor's stralite waraxe of massacre (35.5-49.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Disrupt/Master Power 35.5 - 49.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 10 arcane resource burn On Crit: * burns latent spell energy One-handed war axes. |
Mayulaith (15.5-20.15 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Disrupt Power 15.5 - 20.2 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +23 insidious poison +8 nature On Hit: * 12% chance to daze at end of turn * 20 arcane resource burn * 25% chance to remove a magical effect While equipped: Stats +3 Str +3 Dex +2 Mag +3 Wil +1 Cun +1 Con dps ---------- Res.pen +7% lightning On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +3% fire +5% arcane +6% temporal Sharp, short and deadly. |
balanced dwarven-steel dagger of daylight (18-23.4 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 18.0 - 23.4 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 light Against +4% Undead While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +4 (+1 eff.) Disarm- +20% Sharp, short and deadly. |
balanced dwarven-steel dagger of vileness (19-24.7 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 19.0 - 24.7 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +13 blight On Hit: * 8% chance to disease While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
Victario's Trick Lute (38-49.4 power, 8 apr) Victario's Trick Lute (38-49.4 power, 8 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Master 'Stay a while, and listen to the grand tales of Victario, the Harbinger of Everlasting Story!' Power 38.0 - 49.4 Physical Uses 35% Dex, 35% Cun, 20% Str Acc+ +0.5% APR / acc Apr +8 Crit +10.0% Atk.spd 100% On Crit: * plays a power chord, dazing the target While equipped: Stats +4 Cun +4 Wil ---------- misc Masteries +0.10 Technique/Battle ballads +0.10 Technique/Performance arts Victario was a famed minstrel whose tales of adventure and heroism entertained thousands in Maj'Eyal. His blessed lute-smaller than most stringed devices-served another purpose as a self-defense weapon to strike down bandits and marauders. |
stralite dagger of ruin (28-36.4 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 28.0 - 36.4 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +12.00% Apr +7 Sharp, short and deadly. |
truestriking stralite dagger (30-39 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 30.0 - 39.0 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +6 (+2 eff.) Apr +8 Sharp, short and deadly. |
gifted thorny mindstar (7.5-8.25 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.5 - 8.3 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) 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. |
gifted thorny mindstar of storms (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature This natural lightning should be returned to the wyrm. Power 8.5 - 9.4 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +3 Mag +2 Wil +1 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Dmg.mod +7% lightning Res.pen +7% lightning Melee Ret 5 lightning ----- def ----- Resists +8% lightning 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. |
thorny mindstar of storms (9.5-10.45 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature This natural lightning should be returned to the wyrm. Power 9.5 - 10.5 Nature Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +1 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +10% lightning Res.pen +7% lightning Melee Ret 5 lightning ----- def ----- Resists +8% lightning 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. |
summoner's pulsing mindstar (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature This natural mindstar summons a caller. Power 12.5 - 13.8 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +8% Mind.pwr +13 (+3 eff.) 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. |
truestriking dwarven-steel steamsaw of the leech (22-33 power, 14 apr)3.0 T3 steamsaw 1H weapon [Ego++] Disrupt/Master/Steamtech Power 22.0 - 33.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +44 On Hit: * Slows global speed by 7% * leeches stamina from the target Uses 1.0 Steam While equipped: dps ---------- Res.pen +7% physical Acc +7 (+2 eff.) Apr +7 Melee Ret 7 nature slow ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- 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! |
arcing stralite steamsaw of massacre (39.5-59.25 power, 19 apr)3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 39.5 - 59.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +77 Melee+ +13 lightning On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- 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! |
Gilulaneg the Hellscrack4.0 T3 longbow 2H weapon [Random Unique] Nature/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit.r1 +4 fire +4 temporal On Hit: * 9% chance to daze at end of turn While equipped: Stats +3 Str +9 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Dmg.mod +6% temporal +20% physical Res.pen +12% lightning +47% physical ----- def ----- Resists +3% temporal +3% fire Longbows are used to shoot arrows at your foes. |
ranger's yew longbow of fire4.0 T3 longbow 2H weapon [Ego] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +12 fire While equipped: Stats +3 Dex dps ---------- Dmg.mod +20% fire Longbows are used to shoot arrows at your foes. |
reinforced leather sling 'Arima'4.0 T4 sling 1H weapon [Rare] Arcane Acc+ +0.1% dam / acc Atk.spd 125% Range +9 Ranged+ +10 cold While equipped: dps ---------- Dmg.mod +20% cold ----- def ----- Armour +2 Resists +6% mind +9% cold +3% nature +9% darkness Phys.save +6 (+2 eff.) Blind- +5% Confus- +20% Slings are used to hurl stones or metal shots at your foes. |
thunderous dwarven-steel steamgun of dampening4.0 T3 steamgun 1H weapon [Ego+] Nature/Disrupt/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 dazing lightning Uses 2.0 Steam While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +3 Con dps ---------- Res.pen +7% lightning ----- def ----- Resists +9% acid +9% fire +12% lightning +10% cold Spell.save +8 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
thunderous dwarven-steel steamgun of nature4.0 T3 steamgun 1H weapon [Ego++] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +19 nature +8 dazing lightning Uses 2.0 Steam While equipped: Stats +2 Str +2 Dex +2 Mag +3 Wil +2 Cun +1 Con dps ---------- Res.pen +7% nature +6% lightning ----- def ----- Resists +4% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun of true shot4.0 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% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Acc +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun of true shot4.0 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% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +8.0% Acc +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic quiver of yew arrows of accuracy (16/16, 32-44.8 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane/Master Power 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +9 Apr +10 Crit +2.0% Capacity 16 Ranged+ +11 acid On Crit: * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
hateful quiver of yew arrows of corruption (18/18, 28.5-39.9 power, 10 apr)3.0 T3 arrow ammo [Ego++] Arcane/Psionic Power 28.5 - 39.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 18 Ranged+ +11 blight +35 darkness Against +11% Living On Hit: * 20% chance to curse the target Arrows are used with bows to pierce your foes to death. |
sentry's pouch of dwarven-steel shots of vileness (46/51, 33-39.6 power, 8 apr)3.0 T3 shot ammo [Ego+] Arcane Power 33.0 - 39.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +8 Crit +5.0% Capacity 51 Rld cld 4 Ranged+ +12 blight On Hit: * 8% chance to disease Shots are used with slings to pummel your foes to death. |
hateful pouch of stralite shots (20/21, 42.5-51 power, 5 apr)3.0 T4 shot ammo [Ego+] Psionic Power 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 21 Ranged+ +12 darkness Against +8% Living Shots are used with slings to pummel your foes to death. |
hateful pouch of stralite shots of crippling (20/20, 43.5-52.2 power, 5 apr)3.0 T4 shot ammo [Ego++] Master/Psionic Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +13.5% Capacity 20 Ranged+ +8 darkness Against +8% Living On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
icy dwarven-steel shield of crushing (8 def, 2 armour, 85.5 block)7.0 T3 shield armor Reqs Heavy Armour Training 2 [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Melee+ 8 cold Melee Ret 13 ice ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
cashmere robe of the mountain (+11%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Defense +2 (+1 eff.) Resists +11% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +2 (+1 eff.) Mind.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening hardened leather armour (3 def, 6 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +5 Cun +3 Wil ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Mind.save +18 (+6 eff.) A suit of armour made of leather. |
volcanic hardened leather armour of the deep (3 def, 14 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +8% Resists +7% acid +7% cold +15% fire +16% physical ---------- misc Breathe water A suit of armour made of leather. |
radiant reinforced leather armour of the deep (4 def, 12 armour)9.0 T4 light armor [Ego++] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 7 light ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +8% Resists +14% blight +9% cold +15% darkness +5% acid ---------- misc Light +1 Breathe water A suit of armour made of leather. |
rejuvenating reinforced leather armour (4 def, 7 armour)9.0 T4 light armor [Ego] Nature While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% HP.reg +4.10 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy Armour Training [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Mind.save +13 (+4 eff.) A suit of armour made of mail. |
Mayutira (13 def, 15 armour)14.0 T4 heavy armor Reqs Heavy Armour Training [Random Unique] Master/Psionic While equipped: Stats +5 Str +3 Cun +4 Con dps ---------- Dmg.mod +12% acid Res.pen +10% arcane +5% acid Melee Ret 8 arcane ----- def ----- Armour +15 Defense +13 (+4 eff.) Fatigue +16% Resists +24% cold Mind.save +17 (+5 eff.) Max.HP +67.00 A suit of armour made of mail. |
Fireglean (5 def, 11 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Dmg.mod +18% blight Res.pen +10% blight Melee Ret 8 blight 8 fire On Hit (Melee): * 20% chance to disease ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +18% fire Max.HP +61.00 A suit of armour made of metal plates. |
dwarven-steel plate armour of command (11 def, 16 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +16 Defense +11 (+4 eff.) Fatigue +24% Mind.save +10 (+3 eff.) A suit of armour made of metal plates. |
Willowbearer (7 def, 20 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 16 acid 12 fire Dmg.mod +3% arcane Res.pen +5% arcane +10% nature Melee Ret 15 acid 9 fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +20 Defense +7 (+2 eff.) Fatigue +19% Resists +34% acid +15% fire +3% nature +5% arcane Phys.save +6 (+2 eff.) A suit of armour made of metal plates. |
stralite plate armour 'Umbraspike' (7 def, 15 armour)17.0 T4 massive armor Reqs Heavy Armour Training 3 [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +20% darkness Melee Ret 20 darkness 14 physical ----- def ----- Armour +15 Defense +7 (+2 eff.) Fatigue +26% Resists +13% acid +11% cold +21% lightning ---------- misc Light +3 Breathe water A suit of armour made of metal plates. |
kruk cloak (2 def, 0 armour)2.0 T1 cloak armor [Unique] While equipped: ----- def ----- Defense +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of hardened leather boots of evasion (15 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of dwarven-steel boots of evasion (19 def, 4 armour)3.0 T3 feet armor Reqs Heavy Armour Training [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +19 (+6 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather hat of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +12% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
insulating hardened leather hat of constitution (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +8% cold A hat made of leather. Very stylish. |
thaloren dwarven-steel helm of knowledge (0 def, 4 armour)3.0 T3 head armor Reqs Heavy Armour Training [Ego++] Master/Psionic While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Mind.save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+0 eff.) Item imbue powers: Defense +2 (+1 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. |
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. |
3 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. |
2 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. |
2 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. |
3 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. |
10 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 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. |
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 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 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. |
2 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. |
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. |
102 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. |
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. |
simple frost salve [power 16] simple frost salve [power 16]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 66% cooldown modifier. Remove 1 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 194] simple healing salve [power 194]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 66% cooldown modifier. Heal 194 Puts Talent Medical Injector on 15 cooldown Medical salve. |
dwarven-steel pickaxe 'Grinyblek' (dig speed 12 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +4 Str +3 Dex +2 Con dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +6% temporal ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +6% nature +3% fire Crit.dmg- 5.00% Max.HP +26.00 ---------- misc Max.stam +17.00 Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
dwarven-steel torque of charged psionic shield [power 79] (20 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 79 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Yeti's Muscle Tissue (Behemoth)1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
A Fistful of Gold
Buy an item from an AAA.By Alistar the Orc Gunslinger level 13
17th Revenge 124th year of Ascendancy at 11:32 see stats
Across the Narrow Sea
Destroyed the Sunwall Outpost to secure a way to the mainland.By Alistar the Orc Gunslinger level 10
39th Retaking 124th year of Ascendancy at 08:56 see stats
Exterminator
Killed 1000 creatures.By Alistar the Orc Gunslinger level 26
14th Dearth 124th year of Ascendancy at 08:07 see stats
I did not want that!
Tricked Nektosh into killing one of his own people.By Alistar the Orc Gunslinger level 15
19th Revenge 124th year of Ascendancy at 20:27 see stats
Level 10
Got a character to level 10.By Alistar the Orc Gunslinger level 10
37th Retaking 124th year of Ascendancy at 13:09 see stats
Level 20
Got a character to level 20.By Alistar the Orc Gunslinger level 20
35th Revenge 124th year of Ascendancy at 00:18 see stats
Level 30
Got a character to level 30.By Alistar the Orc Gunslinger level 30
29th Dearth 124th year of Ascendancy at 01:08 see stats
Size matters
Did over 600 damage in one attack.By Alistar the Orc Gunslinger level 26
27th Dearth 124th year of Ascendancy at 02:41 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Alistar the Orc Gunslinger level 20
36th Revenge 124th year of Ascendancy at 09:52 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Alistar the Orc Gunslinger level 12
42nd Retaking 124th year of Ascendancy at 01:35 see stats
Log
Alistar shoots!
Alistar's Shoot performs a ranged critical strike against Sun orb!
Alistar's Shoot hits Sun orb for 104 physical, 9 physical (113 total damage).
Alistar's Shoot hits Sun orb for 20 temporal, 43 physical, 3 physical (66 total damage).
Sun orb's Solar Orb hits Alistar for (39 resist armour), 31 light (31 total damage).
Alistar shoots!
Alistar's Shoot performs a ranged critical strike against Sun orb!
Alistar's Shoot hits Sun orb for 54 physical, 9 physical (63 total damage).
Alistar's Shoot hits Sun orb for 33 temporal, 70 physical, 3 physical (107 total damage).
Sun orb casts Solar Orb.
Alistar deflects the projectile from Sun orb to the southeast!
Alistar is less focused.
Alistar uses Sawfield.
Alistar roars triumphantly.
Alistar's phys.bleed area effect hits Sun orb for 87 physical damage.
Alistar's phys.bleed area effect killed Sun orb!
Resting starts...
Alistar's embedded restoration system activate.
Alistar's tinker attains critical power!
Alistar is no longer inspired.
Talent Sawfield is ready to use.
Talent Uncanny Reload is ready to use.
Rested for 12 turns (stop reason: all resources and life at maximum).
Alistar tessellates his cloak!
Alistar deactivates Embedded Restoration Systems.
Alistar deactivates his cloak's restoration systems.






























































































































