
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. 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 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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
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. 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 | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Gunslinger |
| Level / Exp | 30 / 62% |
| Size | medium |
| Lifes / Deaths | Killed by Yvoriabeth the saw horror at level 30 on the 20th Haze 122nd year of Ascendancy at 12:53 / 1 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 81 (base 60) |
| Constitution | 22 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 59 (base 56) |
Resources
| Life | -63/644 |
| Mana | 0/319 |
| Steam | 10/130 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 0.27560415931182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 14 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 82 |
| Crit Chance | 44% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 56 |
| Accuracy | 82 |
| Crit Chance | 44% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +13% |
| Physical | +10% |
| Cold | +28% |
| All | 0% |
| Darkness | +6% |
| Light | +3% |
| Mind | +3% |
| Fire | +29% |
| Nature | +10% |
Offense: Damage Penetration
| Physical | +9% |
| Lightning | +5% |
| Light | +20% |
| Nature | +5% |
| Cold | +15% |
| Arcane | +10% |
| Fire | +30% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 5 (38.594633868923%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 31 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 31%( 70%) |
| All | + 11%( 70%) |
| Physical | + 22%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 28%( 70%) |
| Lightning | + 50%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Disarm Resistance | 90% |
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Pinning Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 522 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 502% 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. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by Saluba the white crystal. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | 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. 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Duratar' (0 def, 2 armour) 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +4 Dex +4 Wil +4 Con offense ------ Physical Crit +4.0% Physical Power +4 (+2 eff.) Ignore Armor +4 defense ------ Armor +2 Crit Resistance 10.00% Physical save +7 (+4 eff.) Pinning Resist +10% Knockbk Resist +10% Teleport Resist +100% A pair of boots made of leather. |
| Quiver | barbed pouch of voratun shots (20/20, 175% power, 6 apr) 3.0 Encumbrance T5 shot ammo [Ego+] Master Weapon Damage 176% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +14.0% Capacity 20 On Critical: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +4 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +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. |
| On head | Isledatira the Glacieredge (0 def, 1 armour) =water=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% mind +3% fire Ignore resists +15% cold +5% fire Accuracy +16 (+3 eff.) When Hit 2 cold defense ------ Armor +1 Fatigue +1% Resistance +6% mind +9% cold other ------- Light +6 Breathe water A hat made of leather. Very stylish. |
| On hands | Flashwend (0 def, 2 armour) 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +4 Dex +2 Cun +3 Con offense ------ Ignore resists +5% lightning Accuracy +11 (+2 eff.) When Hit 4 lightning defense ------ Armor +2 Resistance +9% fire Disarm Resist +90% other ------- Light +2 Talents +4 Iron Grip Unarmed combat: Weapon Damage 93% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | piercing steel torque of psionic shield [power 47] (18/25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Fulavon'0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +10% nature Accuracy +6 (+1 eff.) defense ------ Resistance +3% cold +20% nature +5% arcane Physical save +9 (+5 eff.) Spell save +9 (+5 eff.) Mind save +9 (+3 eff.) Unlife -60.00 life Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +4 Con offense ------ Accuracy +10 (+2 eff.) Ignore Armor +9 defense ------ Defense +11 (+4 eff.) Spell save +14 (+7 eff.) Stun Resist +30% other ------- Max stamina +27.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | Unrylagen0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Mind Crit +2% Mindpower +15 (+7 eff.) When Hit 6 temporal defense ------ Resistance +14% lightning +9% temporal Mind save +6 (+2 eff.) Stun Resist +28% Amulets make your neck look great! |
| In main hand | Undeathvagrant 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +11 cold On-Hit, radius 1 +4 arcane On Hit: * splashes acid on your target dealing 58 damage and reducing their armor Uses 2.0 Steam While equipped: offense ------ Physical Crit +8.0% Damage +10% cold Ignore resists +9% physical +10% arcane +5% nature Accuracy +10 (+2 eff.) defense ------ Resistance +5% arcane +6% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Aerona the Glowknight1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +3% light Ignore resists +20% light defense ------ Resistance +6% light Mind save +6 (+2 eff.) Life +45.00 other ------- Light +3 A belt that goes around your waist. |
| In off hand | ranger's stralite steamgun of cold 4.0 Encumbrance T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +9 cold On Hit: * splashes acid on your target dealing 58 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +3 Dex offense ------ Damage +8% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Blazebraze (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +6% darkness +15% fire Ignore resists +25% fire Accuracy +21 (+4 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +30% lightning Life +73.00 Stun Resist +50% other ------- Max stamina +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +13% acid +10% physical +11% fire +10% cold defense ------ Resistance +10% acid +12% physical +13% darkness +10% cold +10% fire +13% mind +11% all Physical save +16 (+8 eff.) Spell save +10 (+5 eff.) Mind save +24 (+8 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 99% / cooldown 51%)0.1 Encumbrance T1 implant scroll [Normal] 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 99% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 149% / cooldown 88%)0.1 Encumbrance T1 implant scroll [Normal] 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 149% efficiency and cooldown mod of 88%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 112% / cooldown 86%)0.1 Encumbrance T1 implant scroll [Normal] 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 112% efficiency and cooldown mod of 86%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 88% / cooldown 53%)0.1 Encumbrance T1 implant scroll [Normal] 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 88% efficiency and cooldown mod of 53%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 134% / cooldown 71%)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 134% efficiency and cooldown mod of 71%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 7)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.5 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 6)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 28 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.1 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the psychic (res 21%; mental; dur 4; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% 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 titan (res 25%; magical, mental; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 160 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (226.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 226.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 20; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 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 20 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 101; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 101 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 27; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 27 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
4 schematic: Air Recycler0.1 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. |
3 schematic: Antimagic Shell0.1 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. |
schematic: Armour Reinforcement0.1 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. |
3 schematic: Back Support0.1 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. |
schematic: Botanical Shell0.1 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. |
3 schematic: Corrosive Shell0.1 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. |
schematic: Deflection Field0.1 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. |
schematic: Fatal Attractor0.1 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. |
schematic: Fiery Salve0.1 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. |
schematic: Flare Shell0.1 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. |
5 schematic: Flash Powder0.1 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. |
2 schematic: Focus Lens0.1 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. |
2 schematic: Frost Salve0.1 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. |
schematic: Grounding Strap0.1 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. |
2 schematic: Healing Salve0.1 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. |
2 schematic: Iron Grip0.1 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. |
schematic: Itching Powder0.1 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. |
2 schematic: Kinetic Stabiliser0.1 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. |
schematic: Lightning Coil0.1 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. |
3 schematic: Magnetic Shell0.1 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. |
3 schematic: Mental Stimulator0.1 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. |
2 schematic: Moss Tread0.1 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. |
2 schematic: Pain Suppressor Salve0.1 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. |
schematic: Poison Groove0.1 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. |
schematic: Power Distributor0.1 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. |
3 schematic: Razor Edge0.1 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. |
2 schematic: Rocket Boots0.1 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. |
2 schematic: Rustproof Coating0.1 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. |
3 schematic: Saw Shell0.1 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. |
3 schematic: Shocking Edge0.1 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. |
schematic: Shocking Touch0.1 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. |
schematic: Silver Filigree0.1 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. |
3 schematic: Spring Grapple0.1 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. |
3 schematic: Steamgun0.1 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. |
2 schematic: Steamsaw0.1 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. |
schematic: Thunderclap Coating0.1 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. |
3 schematic: Toxic Cannister Launcher0.1 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. |
schematic: Viral Needlegun0.1 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. |
schematic: Water Salve0.1 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. |
2 schematic: Waterproof Coating0.1 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. |
Burnbloom the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil offense ------ Mind Crit +6% Damage +9% temporal +9% fire defense ------ Resistance +9% fire +18% temporal Pinning Resist +31% Knockbk Resist +32% other ------- Psi when Hit +0.16 Amulets make your neck look great! |
grounding copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +20% Amulets make your neck look great! |
stabilizing copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +11% temporal Pinning Resist +21% Knockbk Resist +22% Amulets make your neck look great! |
Brenyrion0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Cun +8 Dex offense ------ Move Speed +22% Damage +6% blight +9% physical +11% nature Accuracy +32 (+6 eff.) Ignore Armor +1 When Hit 6 blight defense ------ Defense +11 (+4 eff.) Resistance +22% nature +1% physical other ------- Stamina/turn +1.00 Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Saleramira0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Mag offense ------ Move Speed +12% On-Hit 13 light On-Ranged-Hit 14 light Damage +3% temporal +12% light +3% physical Accuracy +7 (+1 eff.) defense ------ Defense +7 (+2 eff.) Unlife -20.00 life Life +28.00 Disarm Resist +26% Pinning Resist +24% Knockbk Resist +26% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +3.00 Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 2.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +22% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
mule's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +20% other ------- Encumbrance +20 Rings make your fingers look great! |
rogue's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Life +20.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
solipsist's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +7 (+4 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Rings make your fingers look great! |
balanced dwarven-steel battleaxe of torment (136% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master/Psionic Weapon Damage 137% 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: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Accuracy +10 (+2 eff.) defense ------ Defense +14 (+5 eff.) Disarm Resist +36% Massive two-handed battleaxes. |
elemental stralite battleaxe of paradox (156% power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Arcane Weapon Damage 156% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On-hit +12 temporal On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: offense ------ Damage +23% acid Ignore resists +17% acid defense ------ Resistance +19% temporal Massive two-handed battleaxes. |
truestriking stralite mace of evisceration (144% power, 5 apr)3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Ego++] Master Weapon Damage 144% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +11.0% Physical Power +9 (+4 eff.) Ignore resists +7% physical Accuracy +10 (+2 eff.) Ignore Armor +9 Blunt and deadly. |
warbringer's dwarven-steel mace of the mystic (133% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 134% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +4 Mag +3 Wil +3 Con offense ------ Physical Power +10 (+5 eff.) Spellpower +10 (+9 eff.) Ignore resists +6% physical defense ------ Disarm Resist +13% Blunt and deadly. |
Eremuromihell (129% power, 5 apr, cold element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +8 Mag +9 Wil +11 Cun +1 Con offense ------ Physical Crit +3.0% Spell Crit +13% Critical power +14.00% Spellpower +12 (+10 eff.) Spellpower/crit +8 Damage +3% physical +25% cold defense ------ Armor +14 Defense +9 (+3 eff.) Resistance +6% mind other ------- Max stamina +10.00 Wards +3 cold Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Silyba (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] 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: Stats +3 Cun offense ------ Spell Crit +10% Spellpower +6 (+6 eff.) Damage +36% arcane +15% physical Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 7 other ------- Max hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (120% power, 4 apr, physical element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 121% Range: 1.0x-1.2x Uses 150% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+14 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
lifebinding elm vilestaff of illumination (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +1% Spellpower +6 (+6 eff.) Damage +10% darkness defense ------ Defense +6 (+2 eff.) Life Regen +0.70 Healmod +13% other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 52.64 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of the prodigy (118% power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 119% 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: Stats +7 Mag +7 Wil +8 Cun offense ------ Spell Crit +2% Spellpower +9 (+8 eff.) Spellpower/crit +6 Damage +19% temporal other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
stralite steamsaw 'Cyravea' (65% power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Random Unique] Nature/Master/Steamtech Weapon Damage 138% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +64 On-hit +9 nature Uses 1.0 Steam When used to Attack: Block +63 While equipped: Stats +4 Wil +2 Cun +7 Con offense ------ Damage +3% mind defense ------ Armor +13 Defense +8 (+3 eff.) Fatigue +10% Resistance +8% acid +9% fire +6% lightning +9% cold Physical save +8 (+4 eff.) other ------- EQ when Hit +0.12 Max psi +30.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
caustic dwarven-steel waraxe of daylight (120% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Nature Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +8 light Damage Against +13% Undead On-crit, radius 2 +8 acid +10 nature While equipped: offense ------ Ignore resists +9% acid +11% nature Ignore Armor +9 One-handed war axes. |
hardened leather belt 'Poleta'1.0 Encumbrance T3 belt armor [Random Unique] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +5% Damage +15% arcane Ignore resists +10% arcane +5% temporal defense ------ Fatigue -11% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Encumbrance +72 A belt that goes around your waist. |
hardened leather belt 'Shimmerbreak'1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +4 Wil offense ------ Ignore resists +10% acid When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Resistance +24% acid +6% temporal +6% light +6% lightning Spell save +6 (+3 eff.) Mind save +10 (+3 eff.) Life +64.00 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +4 Cun +5 Lck defense ------ Stealth +10 other ------- Disarm Traps +16 Mana/turn +0.17 Max mana +25.00 Infravision +4 A belt that goes around your waist. |
Bokiran (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +3% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Defense +1 (+0 eff.) Resistance +0% lightning +6% fire +6% temporal +9% cold Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Eldoral (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +3 Dex defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of sorcery (2 def, 6 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +3 Wil offense ------ Spell Crit +6% defense ------ Armor +6 Defense +2 (+1 eff.) Resistance +16% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazesmasher the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: Stats +5 Con offense ------ Damage +10% nature Ignore resists +25% fire When Hit 4 fire On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Resistance +6% acid +6% lightning +6% light +9% all Spell save +18 (+9 eff.) Poison Resist +29% Disease Resist +32% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's cashmere robe of the mind (+13%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +2 Cun offense ------ Spell Crit +7% Spellpower +6 (+6 eff.) Damage +7% light +11% darkness +13% mind defense ------ Resistance +13% mind +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of power (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Cun offense ------ Spell Crit +8% Spellpower +16 (+12 eff.) Damage +17% darkness +15% light +9% all defense ------ Resistance +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven Robe of the Worm (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +8% lightning +7% physical +8% cold defense ------ Resistance +7% lightning +6% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emiraba the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str defense ------ Armor +1 Resistance +3% lightning +6% fire +3% mind +5% cold Silence Resist +10% A pair of boots made of leather. |
Shinerazor the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Mag offense ------ Critical power +20.00% defense ------ Armor +3 Resistance +6% mind +3% light Spell save +3 (+2 eff.) other ------- Vim-on-crit +2.00 Infravision +2 A pair of boots made of leather. |
fleetfooted pair of dwarven-steel boots of speed (3 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: Stats +9 Dex offense ------ Move Speed +25% defense ------ Armor +4 Defense +3 (+1 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloriwyn the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Str +3 Dex +4 Mag +3 Cun offense ------ On-Hit 7 nature Damage +8% nature +12% mind On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Armor +2 Resistance +7% nature other ------- Infravision +2 Unarmed combat: Weapon Damage 117% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 nature On Hit: 10% Venomous Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Belymina the hardened leather hat (7 def, 9 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +3 Con offense ------ Damage +9% mind +18% blight defense ------ Armor +9 Defense +7 (+2 eff.) Fatigue +3% Resistance +5% all Crit Resistance 10.00% Physical save +10 (+5 eff.) other ------- Light +2 Infravision +2 A hat made of leather. Very stylish. |
Bleakrip (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Str +2 Mag offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Armor +3 Fatigue +1% Resistance +3% darkness other ------- Infravision +2 A hat made of leather. Very stylish. |
Dayward (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +2 Str +4 Con offense ------ Damage +9% light Ignore resists +15% cold defense ------ Armor +3 Fatigue +3% Resistance +10% lightning +9% temporal +9% light +12% cold other ------- Infravision +1 A hat made of leather. Very stylish. |
Fulistir the Frigidtorrent (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Arcane/Master While equipped: Stats +11 Str +6 Dex +3 Wil offense ------ Damage +12% arcane +3% cold Ignore resists +10% arcane When Hit 4 arcane defense ------ Armor +4 Fatigue +4% Resistance +8% blight +9% darkness +5% arcane Spell save +8 (+4 eff.) Mind save +17 (+5 eff.) other ------- Light +1 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Korudar the Kindlebrawn (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Con offense ------ Damage +6% light Ignore Armor +2 defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +6% temporal A cap made of leather. |
Shinequill the rough leather hat (30 def, 1 armour) =this one=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +2 Cun offense ------ Ignore Armor +5 defense ------ Armor +1 Defense +30 (+10 eff.) Fatigue +1% Resistance +3% mind Life Regen +2.00 A hat made of leather. Very stylish. |
Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 14 [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
rejuvenating dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Nature/Psionic While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% mind Mind save +13 (+4 eff.) Life Regen +2.00 other ------- Stamina/turn +1.20 A suit of armour made of mail. |
searing stralite mail armour of stability (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Arcane/Master While equipped: offense ------ On-Hit 12 acid 15 fire When Hit 10 acid 11 fire defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +13% acid +22% fire +6% physical Physical save +17 (+9 eff.) A suit of armour made of mail. |
windwalling stralite shield of temporal resistance (+15%) (0 def, 8 armour, 161% power, 135.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego+] Nature/Psionic When used to Attack: Weapon Damage 162% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +136 On-hit +17 physical While equipped: Stats +1 Wil offense ------ When Hit: * 19% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Fatigue +8% Resistance +15% temporal +15% physical Windwall +61 Slow Projectiles +17% other ------- Talents +1 Block Handheld deflection devices. |
7 agate0.0 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. |
566 alchemist agate0.0 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. |
5 aquamarine0.0 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. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 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. |
11 opal0.0 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. |
9 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
Glimmeronslaught (dig speed 17 turns)3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +3 Wil +2 Cun offense ------ When Hit 4 mind defense ------ Fatigue -4% Physical save +7 (+4 eff.) Spell save +7 (+4 eff.) Mind save +5 (+1 eff.) Life +57.00 other ------- Spell cooldown 10% Light +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
5 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 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 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 139] simple healing salve [power 139]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 139 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Transmogrification Chest2.0 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. |
barbed pouch of iron shots of erosion (18/18, 121% power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego+] Nature/Master Weapon Damage 122% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +10.0% Capacity 18 On-ranged-hit +5 nature On Critical: * Wound the target dealing 132 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Abysswisp' (19/19, 145% power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 146% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +14 Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +8 fire On-Hit, radius 1 +8 light +16 fire On-crit, radius 2 +8 fire On Hit: * 20 arcane resource burn * 20% chance to slow global speed by 50% While equipped: Shots are used with slings to pummel your foes to death. |
crude explosive shell0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grip0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +80% other ------- Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +12% lightning Stun Resist +20% Tinkers can be attached to normal items to improve them with steam power! |
well-made explosive shell0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +3 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
well-made saw shell0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +3 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
Shiverkiller [power 212] (18/15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +3% cold Ignore resists +5% acid +15% cold When Hit 2 cold defense ------ Resistance +20% nature +3% temporal Spell save +6 (+3 eff.) Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
9 amethyst0.0 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. |
7 quartz0.0 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. |
3 ametrine0.0 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. |
9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 12
1st Dusk 122nd year of Ascendancy at 15:44 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 22
68th Dusk 122nd year of Ascendancy at 03:26 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 27
8th Haze 122nd year of Ascendancy at 14:25 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 22
68th Dusk 122nd year of Ascendancy at 07:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 10
10th Mirth 122nd year of Ascendancy at 03:58 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 20
50th Dusk 122nd year of Ascendancy at 15:23 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 30
18th Haze 122nd year of Ascendancy at 22:58 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 28
11st Haze 122nd year of Ascendancy at 22:26 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 25
73rd Dusk 122nd year of Ascendancy at 13:19 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 23
70th Dusk 122nd year of Ascendancy at 00:32 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 9
5th Mirth 122nd year of Ascendancy at 20:42 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 22
69th Dusk 122nd year of Ascendancy at 16:51 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 12
14th Dusk 122nd year of Ascendancy at 05:03 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 24
71st Dusk 122nd year of Ascendancy at 00:53 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 21
59th Dusk 122nd year of Ascendancy at 01:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By @@@@@@@@@@@@@@@@@@@@@@ the Shalore Gunslinger level 16
40th Dusk 122nd year of Ascendancy at 00:21 see stats
Log
Yvoriabeth the saw horror activates Kinetic Aura.
Yvoriabeth the saw horror receives 193 healing.
Lava floor heals Yvoriabeth the saw horror!
Yvoriabeth the saw horror receives 193 healing.
Bleeding from @@@@@@@@@@@@@@@@@@@@@@ hits Yvoriabeth the saw horror for (12 to psi shield), 18 physical (18 total damage).
Lava floor burns @@@@@@@@@@@@@@@@@@@@@@!
Yvoriabeth the saw horror hits @@@@@@@@@@@@@@@@@@@@@@ for (76 flat reduction), 4 fire (4 total damage).
--------------------------------
Lava floor heals Yvoriabeth the saw horror!
Yvoriabeth the saw horror receives 193 healing.
Bleeding from @@@@@@@@@@@@@@@@@@@@@@ hits Yvoriabeth the saw horror for (12 to psi shield), 18 physical (18 total damage).
Lava floor burns @@@@@@@@@@@@@@@@@@@@@@!
Yvoriabeth the saw horror hits @@@@@@@@@@@@@@@@@@@@@@ for (29 flat reduction), 51 fire (51 total damage).
--------------------------------
Lava floor heals Yvoriabeth the saw horror!
Yvoriabeth the saw horror uses Psionic Pull.
@@@@@@@@@@@@@@@@@@@@@@ is pulled in!
Yvoriabeth the saw horror receives 193 healing.
Yvoriabeth the saw horror hits @@@@@@@@@@@@@@@@@@@@@@ for (29 flat reduction), 20 physical (20 total damage).
Yvoriabeth the saw horror has shook off the effects of their corrosion.
Yvoriabeth the saw horror stops bleeding.
Yvoriabeth the saw horror deactivates Fearscape.
Lava floor burns @@@@@@@@@@@@@@@@@@@@@@!
Yvoriabeth the saw horror hits @@@@@@@@@@@@@@@@@@@@@@ for (29 flat reduction), 51 fire (51 total damage).
@@@@@@@@@@@@@@@@@@@@@@ the level 30 shalore gunslinger was boiled to death by Yvoriabeth the saw horror on level 1 of Fearscape.
--------------------------------
You are brought back from the Fearscape!
@@@@@@@@@@@@@@@@@@@@@@ deactivates his cloak's restoration systems.







































































































































