













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Gunslinger |
Level / Exp | 18 / 18% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 49 (base 39) |
Constitution | 22 (base 11) |
Magic | 12 (base 10) |
Willpower | 24 (base 10) |
Cunning | 50 (base 38) |
Resources
Life | 322/362 |
Steam | 106/106 |
Healing Factor | 1.1024166372473 |
Regeneration | 0.27560415931182 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 5 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 42 |
Accuracy | 43 |
Crit Chance | 20% |
APR | 18 |
Speed | 0.91 |
Offense: Offhand
Damage | 42 |
Accuracy | 43 |
Crit Chance | 20% |
APR | 18 |
Speed | 0.91 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Lightning | +11% |
Darkness | +6% |
Mind | +6% |
Blight | +5% |
Physical | +23% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 22 (38.594633868923%) |
Defense | 44 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 18 |
Spell Save | 12 |
Mental Save | 18 |
Defense: Resistances
Nature | + 38%( 70%) |
Acid | + 16%( 70%) |
Darkness | + 11%( 70%) |
Cold | + 10%( 70%) |
Mind | + 7%( 70%) |
Lightning | + 25%( 70%) |
Fire | + 14%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Disarm Resistance | 70% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 571% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: 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 123% efficiency and cooldown mod of 71%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 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 Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Gunner training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Secrets of the Eternals |
talent | Embedded Restoration Systems |
talent | Evasive Shots |
talent | Automated Cloak Tessellation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed giant spider spinneret. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% other ------- Talents +1 Rocket Boots These boots have a 9% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (59 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (102 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Ego] Nature/Master Weapon Damage 158% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +7 nature Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +3 Str +4 Wil offense ------ Damage +3% fire +6% mind +18% physical Accuracy +10 (+3 eff.) defense ------ Defense +5 (+1 eff.) other ------- 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 | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil offense ------ Mindpower +4 (+2 eff.) Ignore resists +15% physical On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Fatigue +1% Resistance +3% mind +3% cold Unlife -80.00 life other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 A hat made of leather. Very stylish. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +3 Cun offense ------ On-Hit 10 darkness Damage +6% darkness +9% acid Ignore resists +10% lightning defense ------ Armor +2 Resistance +7% darkness +12% acid Crit Resistance 15.00% Disarm Resist +70% other ------- Light +2 Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +4 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con offense ------ Physical Power +5 (+3 eff.) Combat Speed +10% Damage +5% physical Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 100% Range +7 Projectile Speed +600% Damage Against +25% Undead On Critical: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 | ![]() 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 130% Range +5 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ On-Ranged-Hit 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Cun +1 Con offense ------ Critical power +15.00% defense ------ Defense +1 (+0 eff.) Resistance +3% cold other ------- EQ when Hit +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 94% efficiency and cooldown mod of 92%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -5% Blind Resist +32% other ------- Encumbrance +20 Infravision +3 See Stealth +10 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +10 (+5 eff.) Damage +10% light defense ------ Resistance +20% light Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 136% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +7 temporal On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: defense ------ Resistance +16% temporal Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Rare] Master Weapon Damage 127% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +12 lightning While equipped: Stats +1 Str +3 Dex +2 Con offense ------ Physical Power +5 (+3 eff.) Combat Speed +10% Damage +9% mind Accuracy +31 (+10 eff.) Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 nature Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master/Psionic Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 mind On Hit: * 20% chance to reduce all saves and defense by 20 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Cun +2 Wil offense ------ Physical Crit +6.0% Sharp, short and deadly. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Ego] Arcane/Master Weapon Damage 126% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Unique] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Critical Rate +1.0% Attack Speed 100% Range +7 Projectile Speed +200% On-ranged-hit +8 lightning While equipped: offense ------ Damage +16% lightning defense ------ Mind save +3 (+2 eff.) other ------- Reload +4 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T3 staff 1H weapon Reqs Mag 24 [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +1 Con offense ------ Physical Crit +7.0% Spell Crit +6% Critical power +5.00% Physical Power +13 (+5 eff.) Spellpower +17 (+12 eff.) Damage +20% fire Accuracy +7 (+2 eff.) defense ------ Armor +8 Unlife -40.00 life other ------- Max psi +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Spellpower +6 (+6 eff.) Damage +15% acid defense ------ Armor +2 Hardiness +3% Physical save +2 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +15.00% Spellpower +10 (+9 eff.) On-Hit 18 fire Damage +15% darkness other ------- See Invisibility +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T1 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-ranged-hit +7 draining blight Uses 2.0 Steam While equipped: Stats +1 Str offense ------ Physical Power +5 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Disrupt While equipped: defense ------ Resistance +9% acid +6% nature +5% blight Crit Resistance 10.00% Physical save +6 (+4 eff.) Pinning Resist +20% Stun Resist +20% other ------- Light +2 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Critical power +8.00% Physical Power +3 (+2 eff.) Damage +6% arcane defense ------ Armor +2 Resistance +9% light +5% arcane Unlife -60.00 life Disarm Resist +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 46% * 20% chance to reduce damage dealt by 17% defense ------ Resistance +3% lightning +3% darkness Life Regen +0.90 Healmod +13% other ------- See Invisibility +6 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +5% light +5% nature On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +6% darkness Life +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Mag +2 Wil defense ------ Resistance +9% light Mind save +6 (+4 eff.) Unlife -20.00 life Life Regen +0.70 Healmod +17% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +17% Summoned defense ------ Resist Against +15% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Mind Crit +2% Critical power +5.00% When Hit 10 mind On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Defense +8 (+2 eff.) Stealth +5 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +3 Cun offense ------ Mindpower +20 (+10 eff.) defense ------ Defense +1 (+0 eff.) Resistance +6% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil offense ------ When Hit 6 light On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Defense +1 (+0 eff.) Resistance +3% light +3% darkness Spell save +6 (+6 eff.) other ------- Max mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +7 (+2 eff.) Physical save +6 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +10% fire defense ------ Resistance +9% all +15% fire other ------- Mana/turn +0.13 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +11% fire defense ------ Resistance +7% all +16% fire Mind save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Critical power +15.00% Damage +12% acid defense ------ Armor +4 Fatigue +3% Resistance +8% lightning +9% temporal +9% acid other ------- Max psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane/Master/Psionic While equipped: Stats +3 Cun +1 Dex offense ------ Physical Power +4 (+2 eff.) Spellpower +9 (+8 eff.) Mindpower +6 (+3 eff.) Ignore resists +10% cold When Hit 10 mind 4 cold defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Str +1 Dex offense ------ Ignore resists +20% cold defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal +3% darkness other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Wil +2 Cun +1 Con offense ------ Critical power +10.00% Mindpower +10 (+5 eff.) Ignore resists +10% mind defense ------ Armor +3 Physical save +13 (+7 eff.) Mind save +14 (+8 eff.) other ------- Hate-on-crit +4.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+3 eff.) Damage +9% acid Ignore resists +15% acid Accuracy +5 (+1 eff.) defense ------ Armor +5 Fatigue -3% Physical save +6 (+4 eff.) other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Mag +4 Con offense ------ Spellpower +4 (+4 eff.) Damage +3% arcane defense ------ Armor +1 other ------- Infravision +1 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Disrupt While equipped: Stats +3 Str offense ------ Critical power +10.00% Ignore resists +15% lightning When Hit: * 26 arcane resource burn defense ------ Armor +2 Defense +5 (+1 eff.) Resistance +3% physical Spell save +10 (+9 eff.) Unlife -20.00 life 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. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Physical Crit +3.0% On-Hit 8 physical Damage +5% physical On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Armor +17 Resistance +12% acid Unlife -60.00 life 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. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 43.78 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Mind Crit +1% Critical power +15.00% Damage +9% arcane +3% mind Accuracy +15 (+5 eff.) defense ------ Armor +2 Fatigue +3% Resistance +5% arcane other ------- Max psi +10.00 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Psionic While equipped: defense ------ Armor +2 Life Regen +5.00 other ------- Stamina/turn +0.80 Max stamina +12.00 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +2 Life Regen +1.00 other ------- Stamina/turn +0.50 Max stamina +10.00 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. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 darkness Damage +3% darkness Accuracy +11 (+3 eff.) defense ------ Armor +1 Resistance +6% darkness 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. |
![]() 2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+6 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 3.0 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 72.30 mind damage and cripples the target's higher mental functions, reducing cunning by 8 and confusing (24% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +18% darkness Ignore resists +5% temporal When Hit 2 darkness defense ------ Armor +1 Fatigue +1% Resistance +3% temporal A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex +1 Mag +3 Wil +3 Con offense ------ Ignore resists +10% mind When Hit 2 darkness defense ------ Defense +1 (+0 eff.) Crit Resistance 5.00% Physical save +6 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +3% darkness Healmod +5% Disease Resist +20% A hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Con offense ------ Physical Crit +1.0% Damage +9% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +4 Fatigue +4% Resistance +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% nature +3% mind defense ------ Armor +4 Defense +1 (+0 eff.) Resistance +18% nature +5% arcane Silence Resist +20% Teleport Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire Ignore resists +5% fire defense ------ Defense +1 (+0 eff.) Resistance +3% light +25% fire Poison Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +5 Fatigue +3% Resistance +5% cold other ------- Infravision +1 Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +5% cold When Hit 4 darkness defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +5% temporal +6% blight A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +1 Dex offense ------ Physical Crit +2.0% defense ------ Armor +1 Defense +20 (+6 eff.) Fatigue +1% Resistance +6% fire +18% cold A hat made of leather. Very stylish. |
![]() 14.0 Encumbrance T2 heavy armor [Ego] Arcane/Psionic While equipped: defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +10% light +11% darkness +6% mind Mind save +12 (+7 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Rare] Psionic While equipped: Stats +3 Dex +2 Cun +2 Con offense ------ Physical Power +25 (+9 eff.) Damage +6% darkness Ignore resists +20% blight defense ------ Armor +9 Defense +11 (+3 eff.) Fatigue +7% Mind save +12 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +4 Str +1 Dex +1 Mag +4 Con offense ------ Physical Crit +3.0% Ignore Armor +8 defense ------ Armor +6 Defense +18 (+6 eff.) Fatigue +8% other ------- Stamina/turn +1.10 Infravision +2 See Invisibility +6 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 4.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 57 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Ignore resists +15% mind defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% fire +15% cold A suit of armour made of leather. |
![]() 9.0 Encumbrance T1 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% lightning +10% light +10% darkness A suit of armour made of leather. |
![]() 12.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 26 [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+1 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +8 Fatigue +8% Resistance +15% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T2 arrow ammo [Ego] Nature/Master Weapon Damage 122% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 42 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 107 physical damage While equipped: other ------- Reload +3 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T3 arrow ammo [Rare] Arcane Weapon Damage 141% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 24 Auto Reload 3 On-ranged-hit +20 temporal On-Hit, radius 1 +20 arcane Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+4 eff.) Mind save +4 (+3 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+4 eff.) Mind save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex +4 Mag +1 Con defense ------ Fatigue -5% Resistance +6% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Normal] While equipped: Stats +2 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Fatigue -5% Resistance +3% cold +6% nature +3% darkness While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Con offense ------ Damage +3% mind defense ------ Resistance +6% mind Crit Resistance 15.00% Mind save +6 (+4 eff.) other ------- Light +4 See Stealth +6 See Invisibility +5 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +5 Wil offense ------ Mind Crit +1% Mindpower +15 (+7 eff.) Damage +5% mind defense ------ Resistance +12% acid Physical save +6 (+4 eff.) Disease Resist +20% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+6 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
potent healing salve [power 223] potent healing salve [power 223]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 123% efficiency and 71% cooldown modifier. Heal 223 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
simple frost salve [power 14] simple frost salve [power 14]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 123% efficiency and 71% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple pain suppressor salve [power 143] simple pain suppressor salve [power 143]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 123% efficiency and 71% cooldown modifier. Let you fight up to -143 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
![]() 2.0 Encumbrance 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. |
![]() 3.0 Encumbrance T1 shot ammo [Rare] Arcane Weapon Damage 107% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 On-ranged-hit +20 mind On-Hit, radius 1 +8 mind On-crit, radius 2 +16 mind On Hit: * 20% chance to reduce all saves and defense by 20 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego+] Psionic Weapon Damage 126% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 18 On-ranged-hit +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +1 Cun offense ------ Mindpower +15 (+7 eff.) Damage +3% mind Ignore resists +20% lightning When Hit 2 mind defense ------ Resistance +3% temporal Blast the opponent's mind dealing 196 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+2 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+7 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 57 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Derek the Shalore Gunslinger level 10
35th Dusk 122nd year of Ascendancy at 00:25 see stats
By Derek the Shalore Gunslinger level 12
32nd Haze 122nd year of Ascendancy at 11:11 see stats
By Derek the Shalore Gunslinger level 10
41st Dusk 122nd year of Ascendancy at 09:18 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Derek picks up ( .): Thalore-Wood Cuirass (4 def, 12 armour).
Lore found: Thalore-Wood Cuirass
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: dialog is displayed).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Derek picks up ( .): high-capacity quiver of ash arrows of wind (42/42, 122% power, 7 apr).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 67 turns (stop reason: at exit).
New shimmer option unlocked: Vindicator
Derek wears (replacing Flashpoint): Vindicator.
Derek wears (replacing mighty iron steamgun of life draining): Flashpoint.
You carry too much--you are encumbered!
Drop some of your items.
Derek wears (replacing Mighty Girdle): Betiseta the hardened leather belt.
Derek wears: Drylen.
You are no longer encumbered.
Derek wears (replacing Drylen): Mighty Girdle.
New shimmer option unlocked: pouch of dwarven-steel shots
Derek wears (replacing psychokinetic pouch of steel shots (18/18, 125% power, 2 apr)): deadly pouch of dwarven-steel shots of erosion (19/19, 157% power, 3 apr).
Derek deactivates his cloak's restoration systems.