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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Mindstar Mindslayer 1.5.0Adds the Wild Gift/Mindstar Mastery talent tree (unlocked) to Mindslayers. 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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. 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 Items Vault 1.7.0Donators/Buyers bonus! Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Gunslinger |
| Level / Exp | 37 / 59% |
| Size | huge |
| Lifes / Deaths | Killed by Poreldara the fox at level 18 on the 19th Dusk 122nd year of Ascendancy at 16:09 1 / 6Killed by Glolramina the corrupted plasmic disruptor at level 33 on the 11st Regrowth 123rd year of Ascendancy at 16:32 Killed by Glolramina the corrupted plasmic disruptor at level 33 on the 11st Regrowth 123rd year of Ascendancy at 17:30 Killed by Eilinyra the corrupted plasmic disruptor at level 33 on the 11st Regrowth 123rd year of Ascendancy at 19:55 Killed by Sleeping Emesevea at level 37 on the 29th Regrowth 123rd year of Ascendancy at 04:21 Killed by Sleeping Emesevea at level 37 on the 29th Regrowth 123rd year of Ascendancy at 07:02 |
Primary Stats
| Strength | 63 (base 17) |
| Dexterity | 59 (base 59) |
| Constitution | 75 (base 36) |
| Magic | 8 (base 8) |
| Willpower | 12 (base 10) |
| Cunning | 72 (base 53) |
Resources
| Life | 1199/1199 |
| Steam | 118/118 |
| Healing Factor | 1.7948885937103 |
| Regeneration | 43.844986359637 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -48.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 15 |
| See Stealth | 9 |
| See Invisible | 17 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 61 |
| Accuracy | 60 |
| Crit Chance | 41% |
| APR | 47 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 61 |
| Accuracy | 60 |
| Crit Chance | 41% |
| APR | 47 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 36 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Lightning | +27% |
| Temporal | +3% |
| Nature | +18% |
| Physical | +8% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +35% |
| Lightning | +30% |
| Cold | +12% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 60.317011280365 (72.903125182002%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 11 |
| Physical Save | 58 |
| Spell Save | 28 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 20%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 47%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 44%( 70%) |
| Light | + 23%( 70%) |
| Physical | + 22%( 70%) |
| Mind | + 34%( 70%) |
| Fire | + 25%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Pinning Resistance | 44% |
| Confusion Resistance | 50% |
| Poison Resistance | 40% |
| Disarm Resistance | 100% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. Its effects scale with your Cunning stat. |
| 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 10.5 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Strength 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 136% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 675% 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. |
| 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 172% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Embedded Restoration Systems |
| talent | Automated Cloak Tessellation |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 272. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Aerawen' (30 def, 18 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +12 Str +7 Con dps ---------- Dmg.mod +8% physical Melee Ret 4 physical ----- def ----- Armour +18 Defense +30 (+9 eff.) Fatigue +3% Resists +3% physical Phys.save +24 (+6 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Forestnail the pouch of dwarven-steel shots (20/20, 150% power, 11 apr) 3.0 T3 shot ammo [Random Unique] Arcane/Master/Psionic Power 151% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +11 Crit +17.0% Capacity 20 Proj.spd +400% Ranged+ +26 physical +23 nature +20 cold On Hit.r1 +16 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 145 physical damage While equipped: ---------- misc Reload +5 Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
| Light source | alchemist's lamp 'Tempestpython'1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Mind.crit +1% Crit.mult +20.00% Res.pen +10% lightning ----- def ----- Resists +9% light Spell.save +9 (+5 eff.) Mind.save +8 (+2 eff.) ---------- misc Light +4 See.Stealth +9 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Shockminister' (0 def, 14 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% lightning Acc +25 (+7 eff.) ----- def ----- Armour +14 Fatigue +4% Resists +3% lightning +16% mind +9% nature Mind.save +17 (+5 eff.) Max.HP +60.00 Heal.mod +15% Confus- +30% ---------- misc Light +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Beyzor the dwarven-steel gauntlets (15 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +25% physical Melee Ret 6 physical ----- def ----- Armour +2 Defense +15 (+5 eff.) Fatigue +3% Resists +2% physical Phys.save +14 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +107% ---------- misc Stam/turn +2.00 Talents +2 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Treeblack [power 524] (15 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% nature ----- def ----- Resists +6% blight +5% arcane +12% acid Crit.dmg- 15.00% Mind.save +3 (+1 eff.) Disarm- +20% Knockbk- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Create a radius 3 storm for 5 turns. Each turn, creatures within take 133 lightning damage and will be dazed for 1 turn (665 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Adorinn the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% physical Apr +3 ----- def ----- Fatigue -5% Resists +6% cold Cut- +10% Teleport- +20% ---------- misc Max.enc +25 Rings make your fingers look great! |
| On fingers | Sleetpanic0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% lightning +15% cold +9% acid Acc +10 (+3 eff.) Apr +12 On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Defense +11 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | steel amulet 'Arylrakira'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.crit +4% ----- def ----- Armour +4 Fatigue -6% HP.reg +2.00 Confus- +20% ---------- misc Hate/m.crit +3.00 Amulets make your neck look great! |
| In main hand | stormbringer's dwarven-steel steamgun 4.0 T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Crit.r2 +12 lightning +24 cold On Hit: * splashes acid on your target dealing 67 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Mov.spd +30% Res.pen +8% lightning +5% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | hardened leather belt 'Amovor' 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +5.0% Crit.mult +9.00% Phys.pwr +5 (+1 eff.) Dmg.mod +3% temporal ----- def ----- Resists +7% acid +7% fire +7% lightning +7% cold Crit.dmg- 15.00% Max.HP +44.00 ---------- misc Light +3 See.Invis +3 A belt that goes around your waist. |
| In off hand | stormbringer's dwarven-steel steamgun of tinkering (+3) 4.0 T3 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit.r1 +0 20% chance of physical repulsion On Crit.r2 +11 lightning +20 cold On Hit: * splashes acid on your target dealing 57 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Steampwr +7 (+2 eff.) Mov.spd +25% Res.pen +12% lightning +7% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | elven-silk cloak 'Layuna' (9 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +2 Wil +1 Cun +3 Con dps ---------- Mind.crit +2% Crit.mult +15.00% Mind.pwr +15 (+6 eff.) Melee Ret 2 arcane ----- def ----- Defense +9 (+3 eff.) Resists +18% lightning Phys.save +28 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save +12 (+4 eff.) Max.HP +100.00 Stun/Frz- +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | voratun mail armour 'Mayeta' (5 def, 14 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +5 Con ----- def ----- Armour +14 Defense +5 (+2 eff.) Fatigue +12% Resists +6% lightning +25% cold +6% mind +1% physical Max.HP +131.00 HP.reg +19.00 Heal.mod +20% Poison- +40% Disease- +60% Cut- +40% A suit of armour made of mail. This item has been sent to the Item's Vault. |
Inventory
steam generator implant of the psychic (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 158; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 199; cd 11)0.1 infusion scroll [Ego] 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 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -491; dur 7; cd 25)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 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 7 turns. While Heroism is active, you will only die when reaching -491 life. The duration and life will increase by 1% for every 1% life you have lost (currently 491 life, 7 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. |
regeneration infusion of the duelist (heal 261; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 407; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 407 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 22%; physical; dur 4; 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 cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 20%; magical, mental; dur 4; cd 11)0.1 infusion scroll [Ego] 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 cure yourself of one random magical and mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, light, fire, nature, cold)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 4 light, 4 fire, 4 nature, 5 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 312; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 312 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Chilloath (128% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Psionic Power 128% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +8 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Str +5 Wil dps ---------- Dmg.mod +15% cold Melee Ret 10 blight ---------- misc Mana/turn +0.12 Max.mana +80.00 Light +3 Massive two-handed mauls. |
ash longbow 'Brodevor'4.0 T2 longbow 2H weapon [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +15 cold While equipped: Stats +5 Dex +5 Cun dps ---------- Dmg.mod +17% cold ----- def ----- Resists +6% cold Phys.save +18 (+5 eff.) Max.HP +100.00 Disarm- +20% ---------- misc Infravis +3 Longbows are used to shoot arrows at your foes. |
fungal yew longbow of dexterity (+6)4.0 T3 longbow 2H weapon [Ego] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +6 Dex +5 Con dps ---------- Res.pen +11% physical ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 192 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 13 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
absorbing living mindstar of clarity (113% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 113% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) ----- def ----- Resists +15% lightning +15% fire +14% cold Mind.save +4 (+1 eff.) ---------- misc Max.psi +31.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption 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. |
caller's pulsing mindstar of clarity (109% power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 109% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +9% acid +9% fire +10% cold +5% physical Res.pen +9% acid +7% fire +6% cold +9% physical ----- def ----- Mind.save +6 (+2 eff.) Heal/summ +27 ---------- misc Max.psi +22.00 Max.summ +2 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. |
horrifying living mindstar of sand (117% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 117% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 14 physical 11 mind 11 darkness Dmg.mod +16% physical +6% mind +6% darkness Res.pen +13% physical ----- def ----- Resists +18% physical ---------- 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. |
living mindstar 'Earthlace' (114% power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Random Unique] Nature Power 114% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Crit.r2 +16 nature While equipped: Stats +6 Str +5 Dex +5 Mag +4 Wil +5 Cun +6 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 14 lightning Dmg.mod +17% lightning Res.pen +14% lightning ----- def ----- Resists +29% lightning +12% cold +5% arcane +3% light Phys.save +6 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +4 (+1 eff.) Max.HP +40.00 HP.reg +1.40 ---------- misc Equi/ret +2.40 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. |
Chillrock (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +9 (+9 eff.) Dmg.mod +9% blight +15% cold +20% darkness +24% arcane Res.pen +25% blight ----- def ----- Resists +5% arcane +21% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (136% power, 8 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 35 [Unique] Arcane Power 137% Range: 1.2x Uses 80% Mag Dmg Gravity pin Acc+ +2.0% proc dam (max 200%) Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+18 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 53.38 physical (gravity) damage. Each target moved beyond the first increases the damage by 6.67 (up to a maximum of 26.69 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Yvetha (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% physical ----- def ----- Armour +8 Hardiness +8% Resists +5% arcane Crit.dmg- 15.00% Phys.save +24 (+6 eff.) HP.reg +4.00 Silence- +20% Pinning- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of wizardry (144% power, 6 apr, fire element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 145% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +29 (+20 eff.) Dmg.mod +36% fire ---------- misc Max.mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
S.H. Spear4.0 T3 steamgun 1H weapon Reqs Wil 15 [Unique] Psionic/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 90% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +2% Steampwr +5 (+1 eff.) Mind.pwr +10 (+4 eff.) Steam.spd +10% Mind.spd +10% ---------- misc Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
dwarven-steel steamgun 'Iveldanne'4.0 T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Dex +2 Wil dps ---------- Acc +10 (+3 eff.) ----- def ----- Resists +27% cold Max.HP +80.00 Poison- +20% Confus- +20% ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Brandwither the voratun steamsaw (65% power, 0 apr)3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 166% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +93 Melee+ +4 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- Phys.crit +15.0% Crit.mult +35.00% Apr +13 On shield block: * Deals 125 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +15 Defense +10 (+4 eff.) Fatigue +12% Resists +2% physical +17% cold HP.reg +4.00 Blind- +20% ---------- misc Talents +3 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! |
elemental stralite waraxe of phasing (138% power, 23 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane Power 139% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +6.5% Atk.spd 100% Phasing +17% On Hit: * Create an explosion dealing 15 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +13% cold Res.pen +10% cold One-handed war axes. |
enhanced dwarven-steel waraxe of erosion (117% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Nature Power 117% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +6 Str +6 Dex +4 Mag +4 Wil +8 Cun +9 Con One-handed war axes. |
stralite waraxe of crippling (135% power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 136% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% One-handed war axes. |
Radhesus the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Mind.pwr +20 (+8 eff.) S.pwr/crit +6 ----- def ----- Armour +11 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.24 Equi/ret +0.08 Create a temporary shield that absorbs 290 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Shadowcast1.0 T3 belt armor [Rare] Arcane While equipped: Stats +8 Wil dps ---------- Crit.mult +20.00% Spell.pwr +20 (+16 eff.) ----- def ----- Armour +11 Resists +9% darkness Spell.save +12 (+6 eff.) ---------- misc Max.mana +100.00 Create a temporary shield that absorbs 275 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
hardened leather belt of containment1.0 T3 belt armor [Ego+] Arcane While equipped: ----- def ----- Anom.red +13 Max.HP +77.00 ---------- misc Max.mana +48.00 Max.stam +26.00 Max.hate +14.00 Max.psi +26.00 Max.vim +26.00 Max.P.En +22.00 Max.N.En +26.00 A belt that goes around your waist. |
cashmere robe 'Yvowe' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +19% cold Melee Ret 6 physical ----- def ----- Resists +28% cold +9% mind +11% all Phys.save +18 (+5 eff.) Die.at -80.00 life HP.reg +4.00 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +10% blight +15% all Max.HP +75.00 HP.reg +3.50 Heal.mod +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of the mind (+20%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +20% mind ----- def ----- Resists +20% mind +15% all Mind.save +24 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (8 def, 8 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 7% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (70 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (119 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. |
Pitchbreacher (20 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +6 Dex +10 Lck dps ---------- Acc +25 (+7 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +3 Defense +20 (+7 eff.) Stealth +8 Die.at -80.00 life ---------- misc Max.stam +20.00 A pair of boots made of leather. |
Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Pinning- +50% Knockbk- +0% Teleport- +0% Generate 3 steam each time you walk. Boots. But with steam power! |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +7 (+7 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
catburglar's hardened leather cap of sanctity (0 def, 3 armour)2.0 T3 head armor [Ego++] Arcane/Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Fatigue +3% Resists +23% darkness +8% blight Spell.save +7 (+4 eff.) Mind.save +10 (+3 eff.) ---------- misc Infravis +4 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 3 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
cleansing cashmere wizard hat of fire (+9%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Defense +2 (+1 eff.) Resists +9% blight +18% fire +6% nature A pointy cloth hat, very wizardly... |
dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Max.HP +62.00 HP.reg +5.00 Heal.mod +12% A suit of armour made of mail. |
nimble drakeskin leather armour of fire resistance (25 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +25 (+8 eff.) Fatigue +8% Resists +21% fire A suit of armour made of leather. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
284 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 123.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
powerful frost salve [power 30] powerful frost salve [power 30]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 172% efficiency and 58% cooldown modifier. Remove 2 physical effects and grants a frost aura (30% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 406] powerful healing salve [power 406]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 172% efficiency and 58% cooldown modifier. Heal 406 Puts Talent Medical Injector on 15 cooldown Medical salve. |
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. |
Star Shot (20/20, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Fire Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
barbed pouch of voratun shots (20/20, 177% power, 6 apr)3.0 T5 shot ammo [Ego+] Master Power 177% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +17.0% Capacity 20 On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
mastercraft saw shell0.0 T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +4 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
Kinik the dwarven-steel torque of gale force [power 215] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Crit.mult +25.00% Dmg.mod +3% mind +3% physical Apr +2 Project a gust of wind in a cone knocking enemies back 9 spaces and dealing 232 physical damage Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of summon tentacle 'Emelovena' [power 395] (25 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: Stats +5 Str +1 Dex dps ---------- Spell.crit +2% S.pwr/crit +8 Dmg.mod +3% temporal Phasing +30% ---------- misc Light +2 Infravis +3 Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1026 Base Damage: 495 Armor: 27 All Resist: 37 Puts all charms on 25 cooldown 100% to reduce fatigue by 58% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Sparkrain [power 440] (20 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% lightning +9% fire Melee Ret 4 lightning ----- def ----- Resists +12% lightning Create a shield absorbing up to 440 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce 3 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 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. |
5 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. |
8 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. |
Achievements
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Ronol the Cornac Gunslinger level 33
11st Regrowth 123rd year of Ascendancy at 22:57 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Ronol the Cornac Gunslinger level 27
61st Haze 122nd year of Ascendancy at 14:17 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Ronol the Cornac Gunslinger level 23
42nd Haze 122nd year of Ascendancy at 02:18 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ronol the Cornac Gunslinger level 31
10th Allure 123rd year of Ascendancy at 11:26 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Ronol the Cornac Gunslinger level 10
3rd Mirth 122nd year of Ascendancy at 15:32 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Ronol the Cornac Gunslinger level 20
25th Dusk 122nd year of Ascendancy at 11:05 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Ronol the Cornac Gunslinger level 30
8th Decay 122nd year of Ascendancy at 05:59 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Ronol the Cornac Gunslinger level 30
2nd Allure 123rd year of Ascendancy at 19:35 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Ronol the Cornac Gunslinger level 20
57th Dusk 122nd year of Ascendancy at 00:54 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Ronol the Cornac Gunslinger level 32
6th Regrowth 123rd year of Ascendancy at 15:25 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Ronol the Cornac Gunslinger level 25
52nd Haze 122nd year of Ascendancy at 08:41 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Ronol the Cornac Gunslinger level 7
78th Pyre 122nd year of Ascendancy at 02:21 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Ronol the Cornac Gunslinger level 10
9th Mirth 122nd year of Ascendancy at 03:16 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Ronol the Cornac Gunslinger level 23
41st Haze 122nd year of Ascendancy at 15:40 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Ronol the Cornac Gunslinger level 16
13rd Dusk 122nd year of Ascendancy at 20:11 see stats
Log
Ronol is no longer being stalked by Sleeping Emesevea.
Sleeping Emesevea hits Ronol for (34 flat reduction), 394 acid (394 total damage).
Ronol the level 37 cornac gunslinger was scalded to death by Sleeping Emesevea on level 8 of Dreadfell.
Sleeping Emesevea prepares for the next kill!
Ronol deactivates his cloak's restoration systems.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Sleeping Emesevea killed Ronol!
Saving game...
Saving done.
Resting starts...
Talent Awesome Toss is ready to use.
Talent Cloaking Device is ready to use.
Talent Strafe is ready to use.
Talent Vital Shot is ready to use.
Talent Slip Away is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Automated Cloak Tessellation is ready to use.
Ronol tessellates his cloak!
Talent Pulse Detonator is ready to use.
Talent Net Projector is ready to use.
Talent Implant: Medical Injector is ready to use.
Talent Resonance Field is ready to use.
Talent Embedded Restoration Systems is ready to use.
Ronol activates Embedded Restoration Systems.
Ronol activates his cloak's restoration systems!
Rested for 29 turns (stop reason: all resources and life at maximum).
Ronol deactivates his cloak's restoration systems.
























































































































