Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This 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 The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Better Item Description 1.7.2This 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 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Demons |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Gunslinger |
Level / Exp | 10 / 32% |
Size | big |
Lifes / Deaths | Killed by Gunsnake at level 10 on the 72nd Vengeance 123rd year of Ascendancy at 18:09 / 1 |
Primary Stats
Strength | 10 (base 12) |
Dexterity | 27 (base 26) |
Constitution | 18 (base 11) |
Magic | 13 (base 10) |
Willpower | 21 (base 10) |
Cunning | 32 (base 30) |
Resources
Life | -40/212 |
Steam | 4/100 |
Healing Factor | 1.0711363549267 |
Regeneration | 5.0878976859019 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 3 |
Infravision | 6 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 17 |
Accuracy | 42 |
Crit Chance | 11% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 42 |
Crit Chance | 11% |
APR | 1 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +10% |
Mind | +6% |
Cold | +9% |
Defense: Base
Armour (hardiness) | 7 (77.155997060385%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 17 |
Mental Save | 21 |
Defense: Resistances
Cold | + 20%( 70%) |
Lightning | + 26%( 70%) |
Fire | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 42% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
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 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. | active |
Equipment
On feet | miner's pair of rough leather boots of speed (0 def, 3 armour) miner's pair of rough leather boots of speed (0 def, 3 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
Quiver | arcing pouch of iron shots of erosion (0/15, 16-19 power, 1 apr) arcing pouch of iron shots of erosion (0/15, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Nature Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Ranged+ +5 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
Light source | scorching brass lantern of focus scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +5% 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 | stabilizing linen wizard hat of lightning (+15%) (1 def, 0 armour) stabilizing linen wizard hat of lightning (+15%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning Phys.save +7 (+3 eff.) ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 A pointy cloth hat, very wizardly... |
On hands | rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour) 1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 ---------- misc Talents +1 Flash Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | elm totem of summon tentacle [power 95] (11/25 cooldown) elm totem of summon tentacle [power 95] (11/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 202 Base Damage: 95 Armor: 2 All Resist: 5 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | psionicist's copper ring of perseverance psionicist's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
On fingers | titan's copper ring titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Around neck | grounding copper amulet of cunning (+2) grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
In main hand | fungal iron steamgun fungal iron steamgun4.0 T1 steamgun 1H weapon [Ego] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Con ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | insulating rough leather belt of the giants insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +5% fire +5% cold Spell.save +6 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | fungal iron steamgun of cold fungal iron steamgun of cold4.0 T1 steamgun 1H weapon [Ego] Arcane/Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 cold Uses 2.0 Steam While equipped: Stats +1 Con dps ---------- Dmg.mod +9% cold ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | kruk cloak (0 def, 0 armour) kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
Main armor | rejuvenating rough leather armour of cold resistance (3 def, 3 armour) rejuvenating rough leather armour of cold resistance (3 def, 3 armour) 9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Hardiness +20% Defense +3 (+1 eff.) Fatigue +11% Resists +15% cold HP.reg +2.50 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
Inventory
healing infusion (heal 40; cd 11) healing infusion (heal 40; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 76; cd 14) healing infusion of the titan (heal 76; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -106; dur 5; cd 30) heroism infusion (die at -106; dur 5; cd 30)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -106 life. The duration and life will increase by 1% for every 1% life you have lost (currently 232 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 454%; cd 10) movement infusion of the titan (speed 454%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 454% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 25; cd 13) shatter afflictions rune (absorb 25; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 25 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 33; cd 22) shatter afflictions rune of the wizard (absorb 33; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 33 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 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. |
cleansing copper amulet of willpower (+2) cleansing copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Wil ----- def ----- Resists +11% nature +11% blight Poison- +20% Disease- +20% Amulets make your neck look great! |
grounding copper amulet grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+3 eff.) Rings make your fingers look great! |
cruel elm magestaff of illumination (10-12 power, 2 apr, lightning element) cruel elm magestaff of illumination (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +10.00% Spell.pwr +3 (+3 eff.) Dmg.mod +10% lightning ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 52.44 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
surging elm magestaff of fate (10-12 power, 2 apr, cold element) surging elm magestaff of fate (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+3 eff.) S.pwr/crit +2 Dmg.mod +10% cold ----- def ----- Phys.save +5 (+2 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic iron greatmaul of paradox (20-29 power, 1 apr) acidic iron greatmaul of paradox (20-29 power, 1 apr)5.0 T1 greatmaul 2H weapon Reqs Str 11 [Ego] Arcane Power 19.5 - 29.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 temporal On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 While equipped: ----- def ----- Resists +9% temporal Massive two-handed mauls. |
iron greatsword of massacre (22-36 power, 1 apr) iron greatsword of massacre (22-36 power, 1 apr)3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Master Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
arcing iron mace (11-15 power, 2 apr) arcing iron mace (11-15 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
flaming iron mace of phasing (12-17 power, 7 apr) flaming iron mace of phasing (12-17 power, 7 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +0.5% Atk.spd 100% Phasing +10% On Hit.r1 +5 fire Blunt and deadly. |
iron mace (12-16 power, 2 apr) iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
iron mace of daylight (12-18 power, 2 apr) iron mace of daylight (12-18 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 light Against +5% Undead Blunt and deadly. |
iron waraxe (12-16 power, 2 apr) iron waraxe (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon Reqs Str 11 [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
acidic iron dagger (10-14 power, 5 apr) acidic iron dagger (10-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Sharp, short and deadly. |
iron dagger (10-12 power, 5 apr) iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 9.5 - 12.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
gifted mossy mindstar of resolve (2-3 power, 12 apr, mind damage) gifted mossy mindstar of resolve (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +2 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2 power, 12 apr, mind damage) mossy mindstar (2-2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of resolve (3-3 power, 12 apr, nature damage) mossy mindstar of resolve (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Spell.save +2 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
flaming iron steamsaw (11-16 power, 0 apr) flaming iron steamsaw (11-16 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Str 11 [Ego] Arcane/Steamtech Power 11.0 - 16.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +8 On Hit.r1 +6 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 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! |
elm longbow of fire elm longbow of fire4.0 T1 longbow 2H weapon [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +9 fire While equipped: dps ---------- Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
mighty rough leather sling of cold mighty rough leather sling of cold4.0 T1 sling 1H weapon [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +5 cold While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +9% cold Slings are used to hurl stones or metal shots at your foes. |
iron steamgun iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun iron steamgun4.0 T1 steamgun 1H weapon [Normal] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
iron steamgun of acid iron steamgun of acid4.0 T1 steamgun 1H weapon [Ego] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +5 acid Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of iron shots (23/23, 14-17 power, 1 apr) pouch of iron shots (23/23, 14-17 power, 1 apr)3.0 T1 shot ammo [Normal] Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 23 Shots are used with slings to pummel your foes to death. |
iron shield of cold resistance (+17%) (0 def, 2 armour, 20 block) iron shield of cold resistance (+17%) (0 def, 2 armour, 20 block)7.0 T1 shield armor Reqs Shield usage training Str 11 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +2 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
iron mail armour of cold resistance (2 def, 4 armour) iron mail armour of cold resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
prismatic iron mail armour (2 def, 4 armour) prismatic iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% light +11% darkness A suit of armour made of mail. |
impenetrable iron plate armour (0 def, 12 armour) impenetrable iron plate armour (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% A suit of armour made of metal plates. |
iron plate armour (0 def, 7 armour) iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training Str 22 [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. |
grounding rough leather belt grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal A belt that goes around your waist. |
grounding rough leather belt of transcendence grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Resists +6% lightning +6% temporal Phys.save +5 (+2 eff.) A belt that goes around your waist. |
traveler's pair of rough leather boots of speed (0 def, 1 armour) traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 A pair of boots made of leather. |
Velyletha the pair of iron boots (0 def, 11 armour) Velyletha the pair of iron boots (0 def, 11 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Dmg.mod +9% physical ----- def ----- Armour +11 Fatigue +2% Resists +9% nature ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots of tirelessness (0 def, 3 armour) grounding pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal ---------- misc Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of speed (0 def, 4 armour) miner's pair of iron boots of speed (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Crackleslice' (0 def, 1 armour) rough leather gloves 'Crackleslice' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +6% lightning Acc +12 (+4 eff.) ----- def ----- Armour +1 Resists +2% physical Die.at -40.00 life Cut- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder iron gauntlets (0 def, 1 armour) cinder iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Fulyfang the rough leather hat (0 def, 1 armour) Fulyfang the rough leather hat (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +3.0% Dmg.mod +3% physical Apr +2 ----- def ----- Armour +1 Fatigue +1% Phys.save +3 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 A hat made of leather. Very stylish. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
rough leather hat (0 def, 1 armour) rough leather hat (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
Chillworm (0 def, 3 armour) Chillworm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold +12% fire Res.pen +5% fire Melee Ret 6 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +3 Fatigue +5% Resists +3% fire ---------- misc Stam/ret +0.80 Equi/ret +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of strength (+2) (0 def, 3 armour) insulating iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm (0 def, 3 armour) iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+2) (0 def, 3 armour) iron helm of constitution (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
iron saw projector iron saw projector0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens 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! |
simple frost salve [power 10] simple frost salve [power 10]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 121] simple healing salve [power 121]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 121 Puts Talent Medical Injector on 15 cooldown Medical salve. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
supercharged elm wand of shielding [power 140] (11/25 cooldown) supercharged elm wand of shielding [power 140] (11/25 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 140 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Bang! the Doomelf Gunslinger level 10
72nd Vengeance 123rd year of Ascendancy at 17:25 see stats
Log
Bang! resists the searing flame!
Bang! damages himself through Martyrdom!
Emeliyamina the rogue steals life from Bang!!
Melee retaliation hits Emeliyamina the rogue for 9 fire, 9 fire (18 total damage).
Bang! hits Emeliyamina the rogue for 7 healing, 8 healing (0 total damage) [15 healing].
Emeliyamina the rogue hits Bang! for (7 flat reduction), 36 physical, (6 flat reduction), 0 nature, (4 flat reduction), 0 fire, (0 flat reduction), 0 fire, (3 flat reduction), 0 fire, (7 flat reduction), 38 physical, (6 flat reduction), 0 nature, (4 flat reduction), 0 fire, (0 flat reduction), 0 fire, (5 flat reduction), 0 fire (74 total damage).
Silenor the bandit lord's Shoot misses Bang!.
Gunsnake shoots!
Gunsnake's Shoot misses Bang!.
Gunsnake's Shoot misses Bang!.
Eilinimira the great wolf uses Knockback.
Rogue uses Infusion: Healing.
Bang! damages himself through Martyrdom!
Eilinimira the great wolf hits Bang! for (7 flat reduction), 44 physical, (5 flat reduction), 0 nature, (4 flat reduction), 0 darkness, (0 flat reduction), 0 fire (44 total damage).
Rogue receives 70 healing from Infusion: Healing.
Melee retaliation hits Eilinimira the great wolf for 11 fire damage.
Burning from Emeliyamina the rogue hits Bang! for (3 flat reduction), 0 fire (0 total damage).
Silenor the bandit lord shoots!
Bang! deflects the projectile from Silenor the bandit lord to the east!
Bang! is poisoned!
Bang! damages himself through Martyrdom!
Thief hits Bang! for (7 flat reduction), 7 physical, (0 flat reduction), 0 fire, (6 flat reduction), 0 physical, (4 flat reduction), 0 nature, (0 flat reduction), 0 fire (7 total damage).
Melee retaliation hits Thief for 8 fire, 8 fire (17 total damage).
Gunsnake shoots!
Thief misses Bang!.
Bang! damages himself through Martyrdom!
Thief hits Bang! for (7 flat reduction), 23 physical, (0 flat reduction), 0 fire (23 total damage).
Melee retaliation hits Thief for 9 fire damage.
Gunsnake's Shoot hits Bang! for (7 flat reduction), 44 physical (44 total damage).
Bang! the level 10 doomelf gunslinger was disembowelled to death by Gunsnake on level 1 of Derthfields Landing Site.