Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
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:
Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Undead Wild-Gift Classes 1.3.1This mod Will allow Undead Races to play wild-gift Classes, It's not intended to be balanced. Just allow you more options True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Items Vault 1.7.6Donators/Buyers bonus! Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Better Item Description 1.7.4This 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 Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. 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 | Female |
Race | Halfling |
Class | Wanderer |
Level / Exp | 27 / 38% |
Size | small |
Lifes / Deaths | Killed by Gimida the ultimate telugoroth at level 27 on the 62nd Dusk 122nd year of Ascendancy at 15:06 / 1 |
Primary Stats
Strength | 59 (base 47) |
Dexterity | 48 (base 32) |
Constitution | 37 (base 22) |
Magic | 60 (base 58) |
Willpower | 18 (base 15) |
Cunning | 23 (base 15) |
Resources
Mana | 239/319 |
Psi | 42/108 |
Life | -279/889 |
Stamina | 195/250 |
Insanity | 0/100 |
Healing Factor | 1.4141015905905 |
Regeneration | 43.297153609769 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 1 |
Offense: Mainhand
Damage | 127 |
Accuracy | 70 |
Crit Chance | 28% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Nature | +18% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +20% |
Light | +25% |
Blight | +10% |
Physical | +16% |
Fire | +18% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 54 (88.568973732692%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 13 |
Physical Save | 37 |
Spell Save | 24 |
Mental Save | 5 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 26%( 70%) |
Physical | + 7%( 70%) |
Cold | + 9%( 70%) |
All | + 6%( 70%) |
Darkness | + 11%( 70%) |
Temporal | + 9%( 70%) |
Mind | + 11%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 126 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 168 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous 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. |
Class Talents
Wild-gift / Oozing blades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Wild-gift / Moss | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.40 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Technique / Unarmed discipline | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Psionic / Dream Forge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 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 |
You failed to protect the lost sun paladin from death by Gudhewyn the large brown snake. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You failed to protect the lost sun paladin from death by Isuremira the cold drake. Escort: lost sun paladin (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved talent Disarm (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 ice dragon that dwelled there. | active |
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 Possessed. | done |
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 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 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 iron boots 'Vorisewe' (0 def, 3 armour) pair of iron boots 'Vorisewe' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Dex +3 Con dps ---------- Acc +30 (+7 eff.) Apr +2 Melee Ret 6 physical ----- def ----- Armour +3 Fatigue +2% HP.reg +2.00 Heal.mod +11% ---------- misc Stam/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Dairadunablek' brass lantern 'Dairadunablek'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +15 (+5 eff.) Resists +3% temporal +3% cold +6% mind +1% physical Max.HP +41.00 ---------- misc Max.hate +4.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | cashmere wizard hat 'Strikewreck' (2 def, 4 armour) cashmere wizard hat 'Strikewreck' (2 def, 4 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +13% nature Res.pen +20% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +19% nature Die.at -80.00 life A pointy cloth hat, very wizardly... |
Tool | Khelefast the Morningkiller (dig speed 16 turns) Khelefast the Morningkiller (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +25% light +16% physical ----- def ----- Armour +4 Crit.chn- 15.00% HP.reg +4.00 ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gladiator's copper ring of life gladiator's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Max.HP +43.00 HP.reg +7.00 Heal.mod +10% Rings make your fingers look great! |
On fingers | warrior's copper ring of pilfering warrior's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Armour +6 Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% 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 waist | rough leather belt 'Nerodhedhenne' rough leather belt 'Nerodhedhenne'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Str +1 Wil dps ---------- Mind.pwr +3 (+2 eff.) ----- def ----- Defense +15 (+5 eff.) Phys.save +13 (+5 eff.) ---------- misc Light +3 Infravis +1 A belt that goes around your waist. |
In main hand | Alisatolach (46-64 power, 6 apr) Alisatolach (46-64 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Nature/Master Power 45.5 - 63.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +80 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +20.0% Crit.mult +32.00% All.spd +4% Dmg.mod +6% blight Res.pen +10% blight +18% fire Apr +10 Melee Ret 4 blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Resists +15% blight Blunt and deadly. |
On hands | drakeskin leather gloves 'Aeredil' (0 def, 3 armour) drakeskin leather gloves 'Aeredil' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +4 Dex dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Melee+ 10 darkness 9 nature 22 mind Dmg.mod +5% nature Acc +6 (+1 eff.) Apr +10 On Hit (Melee): * 18% chance to reduce all saves and defense by 16 ----- def ----- Armour +3 Resists +3% acid +7% nature +6% blight Mind.save -10 (-10 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | dwarven-steel plate armour 'Ce'Niwe' (0 def, 16 armour) dwarven-steel plate armour 'Ce'Niwe' (0 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +16 Fatigue +17% Phys.save +7 (+3 eff.) Die.at -80.00 life HP.reg +5.90 ---------- misc Stam/turn +1.60 A suit of armour made of metal plates. |
Cloak | cashmere cloak 'Obsidianwar' (2 def, 0 armour) cashmere cloak 'Obsidianwar' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Wil +6 Con dps ---------- Dmg.mod +6% mind Acc +19 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +6% darkness Max.HP +65.00 ---------- misc Max.stam +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Earthbolt' copper amulet 'Earthbolt'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +4 Dex +2 Mag dps ---------- S.pwr/crit +2 Res.pen +10% nature ----- def ----- Armour +4 Die.at -60.00 life ---------- misc Mana/turn +0.10 Max.mana +23.00 Max.stam +30.00 Amulets make your neck look great! |
Inventory
steam generator implant of the sneak (steam 6) steam generator implant of the sneak (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 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 6.0 steam per turn. Can be activated for an instant burst of 30 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 10) steam generator implant of the titan (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 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 wizard (steam 10) steam generator implant of the wizard (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.8 steam per turn. Can be activated for an instant burst of 49 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 76; cd 14) healing infusion of the psychic (heal 76; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 psychic (heal 121; 16 cd) regeneration infusion of the psychic (heal 121; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 398; 13 cd) regeneration infusion of the warrior (heal 398; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
blink rune of the duelist (range 5; phase 16; cd 11) blink rune of the duelist (range 5; phase 16; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. 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. |
2 schematic: Acid Groove 2 schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Antimagic Shell 5 schematic: Antimagic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support schematic: Back Support0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter schematic: Black Light Emitter0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Cap schematic: Brain Cap0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Flare schematic: Brain Flare0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell 2 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge schematic: Crystal Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fatal Attractor 2 schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve 3 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell 2 schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder 2 schematic: Flash Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web 3 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder 2 schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil 3 schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell 3 schematic: Magnetic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator 2 schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Second Skin 4 schematic: Second Skin0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge 2 schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment 3 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple 3 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade 2 schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Cannister Launcher 3 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector schematic: Viral Injector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating 3 schematic: Waterproof Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ebonyhunter Ebonyhunter0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +6% darkness Res.pen +20% darkness +15% acid Melee Ret 6 acid 6 darkness On Hit (Melee): * 20% chance to reduce armor by 31% ----- def ----- Resists +14% lightning Stun/Frz- +25% Amulets make your neck look great! |
copper amulet 'Sparkwire' copper amulet 'Sparkwire'0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +20 (+7 eff.) Resists +6% blight +6% lightning +12% darkness +12% light Mind.save +18 (+16 eff.) HP.reg +4.00 Heal.mod +5% Blind- +25% Disease- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
restful copper amulet of magic (+3) restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
Aerorithra the copper ring Aerorithra the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.crit +1.0% Phys.pwr +5 (+1 eff.) Apr +2 ----- def ----- Armour +2 Die.at -20.00 life HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Amogorn the Thundercast Amogorn the Thundercast0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +15% lightning ----- def ----- Resists +6% blight +6% nature +6% lightning Poison- +12% Disease- +11% ---------- misc Light +1 See.Invis +6 Rings make your fingers look great! |
copper ring of the mountain (+11%) copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Rings make your fingers look great! |
gladiator's copper ring of life gladiator's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) ----- def ----- Max.HP +43.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
Spelldrinker (27-35 power, 8 apr) Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 70% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Eilinyrema (22-35 power, 2 apr) Eilinyrema (22-35 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 22.0 - 35.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 blight +8 arcane On Hit: * 20% chance to reduce all saves and defense by 16 On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +6% mind Res.pen +25% blight ---------- misc Mana/s.crit +2.00 Massive two-handed swords. |
dwarven-steel greatsword of crippling (34-54 power, 2 apr) dwarven-steel greatsword of crippling (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 34.0 - 54.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Massive two-handed swords. |
thought-forged dwarven-steel greatsword of amnesia (36-58 power, 2 apr) thought-forged dwarven-steel greatsword of amnesia (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Psionic Power 36.5 - 58.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 mind On Hit: * 26% chance to reduce all saves and defense by 16 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Cun +6 Wil Massive two-handed swords. |
Jetrune the yew longbow Jetrune the yew longbow4.0 T3 longbow 2H weapon Reqs Shoot [Random Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +4 darkness On Crit.r2 +4 darkness On Hit: * 20% chance to reduce damage dealt by 14% While equipped: Stats +13 Dex dps ---------- Phys.crit +5.0% Res.pen +11% physical Acc +11 (+3 eff.) On Hit (Ranged): * 20% chance to reduce armor by 31% Longbows are used to shoot arrows at your foes. |
Prismstrider Prismstrider4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+3 eff.) Res.pen +20% light Melee Ret 6 physical ----- def ----- Resists +4% physical ---------- misc Reload +2 Longbows are used to shoot arrows at your foes. |
Surefire Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Betawyn the Brightwarden (32-44 power, 4 apr) Betawyn the Brightwarden (32-44 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 31.5 - 44.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +20 light While equipped: Stats +5 Cun +4 Con dps ---------- Dmg.mod +6% lightning Res.pen +10% light ---------- misc Light +2 Sharp, long, and deadly. |
arcing dwarven-steel longsword of massacre (29-41 power, 4 apr) arcing dwarven-steel longsword of massacre (29-41 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 29.0 - 40.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Sharp, long, and deadly. |
stralite steamgun 'Flashkill' stralite steamgun 'Flashkill'4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Random Unique] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +800% Ranged+ +8 lightning +15 cold +12 fire On Crit.r2 +12 fire Uses 2.0 Steam While equipped: Stats +2 Cun dps ---------- Phys.spd +10% Dmg.mod +15% lightning +14% cold +3% fire Melee Ret 4 arcane ----- def ----- Resists +6% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Xerima the voratun steamsaw (40-59 power, 0 apr) Xerima the voratun steamsaw (40-59 power, 0 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Random Unique] Arcane/Master/Steamtech Power 39.5 - 59.2 Phys.bleed Uses 50% Mag, 100% Str Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +88 On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +9% arcane On shield block: * Deals 104 light and fire damage to each enemy blocked ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +26% acid +3% temporal +12% light +3% blight +13% fire Poison- +20% Stun/Frz- +10% ---------- 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! |
Lustrehunt the dwarven-steel waraxe (26-36 power, 4 apr) Lustrehunt the dwarven-steel waraxe (26-36 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Master/Psionic Power 25.5 - 35.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 mind On Crit.r2 +8 light On Hit: * 10% chance to reduce all saves and defense by 16 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Cun +3 Wil dps ---------- Phys.crit +7.0% Res.pen +10% light ----- def ----- Resists +3% blight One-handed war axes. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Hathysarain the rough leather belt Hathysarain the rough leather belt1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +5 Wil dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Resists +5% acid +6% blight ---------- misc Light +3 A belt that goes around your waist. |
nightruned hardened leather belt of carrying nightruned hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -6% Resists +5% light +6% darkness ---------- misc Max.enc +23 A belt that goes around your waist. |
Rhadir the linen cloak (1 def, 0 armour) Rhadir the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Str +2 Con dps ---------- Res.pen +15% physical Acc +15 (+4 eff.) Apr +2 ----- def ----- Defense +1 (+0 eff.) Phys.save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Islima' (1 def, 0 armour) linen cloak 'Islima' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil +1 Con dps ---------- Res.pen +20% arcane Melee Ret 2 arcane ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chilldream (0 def, 0 armour) Chilldream (0 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +16% blight +9% cold +6% mind +12% physical Acc +30 (+7 eff.) ----- def ----- Resists +16% blight +11% all ---------- misc Hate/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emelara (0 def, 1 armour) Emelara (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Str +1 Dex +1 Mag +3 Wil +4 Cun ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) ---------- misc Light +2 See.Invis +9 A pair of boots made of leather. |
Falesta the Cystwrecker (0 def, 1 armour) Falesta the Cystwrecker (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% nature Res.pen +5% fire ----- def ----- Armour +1 Resists +9% nature Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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 114% 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. A pair of boots made of leather. |
Flashgasher (0 def, 3 armour) Flashgasher (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Cun +5 Con dps ---------- Res.pen +10% lightning ----- def ----- Armour +3 Fatigue +2% Crit.chn- 15.00% ---------- misc Light +3 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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 114% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ravenhunt the dwarven-steel gauntlets (0 def, 6 armour) Ravenhunt the dwarven-steel gauntlets (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str dps ---------- Crit.mult +20.00% Dmg.mod +12% darkness +9% physical Res.pen +10% physical Melee Ret 4 physical ----- def ----- Armour +6 Fatigue +3% HP.reg +5.00 ---------- misc Stam/turn +2.80 Max.stam +28.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
blighted dwarven-steel gauntlets of spellstriking (0 def, 2 armour) blighted dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 6 arcane 5 blight Dmg.mod +5% arcane +3% blight ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane +7% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of strength (+2) (0 def, 1 armour) restful iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Xysenne' (0 def, 1 armour) rough leather gloves 'Xysenne' (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Dex +1 Wil dps ---------- Melee+ 5 blight Dmg.mod +3% blight Acc +5 (+1 eff.) ----- def ----- Armour +1 Resists +5% blight Phys.save +9 (+4 eff.) Die.at -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 24.81 to 74.43 lightning damage (49.62 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Runuleldir the rough leather cap (0 def, 1 armour) Runuleldir the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Mind.crit +1% Apr +4 Melee Ret 2 mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +3% blight ---------- misc Max.psi +30.00 A cap made of leather. |
rough leather cap 'Emiwe' (0 def, 1 armour) rough leather cap 'Emiwe' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +5 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Die.at -80.00 life ---------- misc Stam/turn +3.00 A cap made of leather. |
impenetrable dwarven-steel mail armour of lightning resistance (3 def, 22 armour) impenetrable dwarven-steel mail armour of lightning resistance (3 def, 22 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +22 Defense +3 (+1 eff.) Fatigue +12% Resists +21% lightning A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour) rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% HP.reg +2.20 ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
Terion the Greenlord (0 def, 17 armour) Terion the Greenlord (0 def, 17 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +17 Fatigue +22% Resists +6% acid +6% cold Max.HP +24.00 ---------- misc Breathe water A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
4 agate 4 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. |
251 alchemist agate 251 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 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. |
4 aquamarine 4 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal 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. |
8 topaz 8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mayyba the Shadowrazor (dig speed 37 turns) Mayyba the Shadowrazor (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Dex dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% nature Res.pen +20% darkness ----- def ----- Resists +2% physical +11% nature +3% cold While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Siliwyn (dig speed 38 turns) Siliwyn (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature +1% physical Confus- +10% ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) 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. |
emerald 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. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Earesus Earesus2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% acid ----- def ----- Resists +3% acid +3% temporal +9% light Mind.save +5 (+5 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +7 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. |
alchemist's lamp of the moons alchemist's lamp of the moons1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Dmg.mod +7% darkness ----- def ----- Resists +5% light Affinity +5% darkness ---------- misc Light +4 Infravis +2 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 118.48 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Burnwrither' brass lantern 'Burnwrither'2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% temporal Res.pen +5% temporal Melee Ret 2 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% temporal Mind.save +6 (+6 eff.) ---------- misc Light +5 See.Stealth +7 See.Invis +7 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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 Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst 4 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. |
Hoyalach the Frostsaw [power 290] (20 cooldown) Hoyalach the Frostsaw [power 290] (20 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +25% cold Melee Ret 2 darkness ----- def ----- Resists +9% darkness +6% cold Create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 15% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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
By Sicaana the Halfling Wanderer level 26
61st Dusk 122nd year of Ascendancy at 03:47 see stats
By Sicaana the Halfling Wanderer level 22
50th Dusk 122nd year of Ascendancy at 14:40 see stats
By Sicaana the Halfling Wanderer level 22
50th Dusk 122nd year of Ascendancy at 13:11 see stats
By Sicaana the Halfling Wanderer level 24
53rd Dusk 122nd year of Ascendancy at 00:57 see stats
By Sicaana the Halfling Wanderer level 22
50th Dusk 122nd year of Ascendancy at 12:57 see stats
By Sicaana the Halfling Wanderer level 10
2nd Mirth 122nd year of Ascendancy at 02:56 see stats
By Sicaana the Halfling Wanderer level 20
41st Dusk 122nd year of Ascendancy at 11:57 see stats
By Sicaana the Halfling Wanderer level 20
43rd Dusk 122nd year of Ascendancy at 18:37 see stats
By Sicaana the Halfling Wanderer level 23
51st Dusk 122nd year of Ascendancy at 04:25 see stats
By Sicaana the Halfling Wanderer level 7
78th Pyre 122nd year of Ascendancy at 04:20 see stats
By Sicaana the Halfling Wanderer level 18
4th Dusk 122nd year of Ascendancy at 03:59 see stats
By Sicaana the Halfling Wanderer level 24
52nd Dusk 122nd year of Ascendancy at 12:46 see stats
By Sicaana the Halfling Wanderer level 15
1st Summertide 122nd year of Ascendancy at 04:10 see stats
Log
Gimida the ultimate telugoroth casts Pacification Hex.
Sicaana is hexed!
Sicaana is dazed!
Sicaana is not stunned anymore.
Sicaana has recovered!
Talent Disarm is ready to use.
Talent Tendrils Eruption is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Constrict is ready to use.
Gimida the ultimate telugoroth casts Dark Portal.
Sicaana is afflicted by a rotting disease!
Sicaana is wasting away.
Sicaana is wreathed in entropy.
Gimida the ultimate telugoroth loses 9 health to the entropy.
Gimida the ultimate telugoroth casts Turn Back the Clock.
Sicaana is not dazed anymore.
Rotting Disease from Gimida the ultimate telugoroth hits Sicaana for (25 flat reduction), 33 blight (33 total damage).
Gimida the ultimate telugoroth casts Netherblast.
Gimida the ultimate telugoroth's spell attains critical power!
Gimida the ultimate telugoroth loses 17 health to the entropy.
Gimida the ultimate telugoroth casts Rethread.
Sicaana forges a dream shield to block the attack!
Sicaana tries to evade attacks.
Gimida the ultimate telugoroth hits Sicaana for (3 blocked), (25 flat reduction), 316 temporal (316 total damage).
Sicaana is recovering from the damage!
Sicaana's dream shield has been strengthened by the attack!
Sicaana has regressed.
Gimida the ultimate telugoroth's Netherblast hits Sicaana for (3 blocked), (25 flat reduction), 296 temporal, (3 blocked), (25 flat reduction), 210 darkness (506 total damage).
Gimida the ultimate telugoroth's Turn Back the Clock hits Sicaana for (3 blocked), (25 flat reduction), 208 temporal (208 total damage).
Sicaana the level 27 halfling wanderer was paradoxed to death by Gimida the ultimate telugoroth and lost outside time on level 1 of Temporal Rift.