
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Additional Combat Details 1.7.6Additional Combat Details (non-intrusive)
This addon provides a compact, non-intrusive display of detailed combat information. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons while giving a clearer, turn-by-turn narrative of what happened during combat. Features- Shows to-hit-chance for players and enemies: (50 + 2,5 * ( attacker_accuracy - defender_defense))
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-additional-combat-details. Version History
1.0.0 Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Nekarcos's Quality of Life 06: Wait-Time and Real-Time (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Embers of Rage 1.7.4Official Expansion!ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Cleaner Item Descriptions Revised (Wide) 1.7.0gliktch: All I did was edit the max width of item popups from 400 to 666 so things don't wrap when using ToME at 150% font size, and also added a space before the 'Weapon Damage' item in weapon descriptions to correctly align that Original description: This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version: Known bugs: Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Nekarcos's Effect Display QD Acid Fix 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QD Acid Fix: Simply removes the handling for Acid effects, which breaks occasionally (but permanently). All credit for the add-on to Nekarcos, this is just a quick and dirty fix for convience -- nsrr 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. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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: Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Nekarcos's Quality of Life 04: Healing Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Mr Frog VFX Pack 1.7.0Replaces a number of visual effects with (hopefully) nicer versions. Shader support recommended. Overwrites some talent code in a minimally-invasive manner. 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 Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Gunslinger |
| Level / Exp | 31 / 64% |
| Size | small |
| Lifes / Deaths | Killed by minig's Inner Demon at level 31 on the 3rd Pyre 123rd year of Ascendancy at 05:49 5 / 2Killed by minig at level 31 on the 3rd Pyre 123rd year of Ascendancy at 05:54 |
Primary Stats
| Strength | 22 (base 13) |
| Dexterity | 70 (base 60) |
| Constitution | 25 (base 11) |
| Magic | 32 (base 11) |
| Willpower | 16 (base 10) |
| Cunning | 85.2 (base 60) |
Resources
| Life | 649/649 |
| Steam | 100/100 |
| Healing Factor | 1.124517824337 |
| Regeneration | 0.28112945608425 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 59 |
| Crit Chance | 39% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 59 |
| Crit Chance | 39% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +27% |
| Blight | +6% |
| Physical | +76% |
| Cold | +9% |
| All | 0% |
| Darkness | +14% |
| Light | +11% |
| Temporal | +11% |
| Mind | +9% |
| Fire | +3% |
| Nature | +12% |
Offense: Damage Penetration
| Temporal | +32% |
| Blight | +35% |
| Physical | +32% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 35 (38.594633868923%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 27 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 49%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 30%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 28%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 32%( 70%) |
| Fire | + 26%( 70%) |
| Lightning | + 29%( 70%) |
Defense: Immunities
| Silence Resistance | 30% |
| Teleport Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 75%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 824% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 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 |
| 0/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
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 successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Xirithra the black crystal. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 within4 lumberjacks have died. | 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 dwarven-steel boots 'Chofast' (0 def, 11 armour) 3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats Dex +5, Mag +4, Wil +3 Con +2 defense ------ Armor +11 Fatigue -3% Resistance +7% acid, +7% temporal +8% cold, +8% fire +17% lightning Crit Resistance 10.00% Physical save +18 (+6 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Encumbrance +28 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Xobrerin the Offalwoe (12/22, 26-31 power, 5 apr) 3.0 Encumbrance T2 shot ammo [Random Unique] Nature/Disrupt/Master Weapon Damage 25.5 - 30.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +8.5% Capacity 22 Projectile Speed +200% On-ranged-hit +9 lightning +20 item nature slow On-crit, radius 2 +7 lightning, +20 nature On Hit: * 20% chance to slow global speed by 51% On Critical: * Deals 64 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: other ------- Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Blazeriver the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ When Hit 6 mind, 2 fire defense ------ Resistance +5% arcane Crit Resistance 5.00% Unlife -60.00 life 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 | Belekhad (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Str +4, Dex +2, Cun +2 Con +6 offense ------ Physical Power +10 (+4 eff.) Damage +15% physical defense ------ Armor +3 Fatigue +5% Silence Resist +30% other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Camosador' (0 def, 16 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats Con +2 offense ------ Critical power +15.00% On-Hit 7 physical Damage +6% physical Ignore Armor +2 defense ------ Armor +16 Fatigue +3% Resistance +9% darkness Spell save +18 (+9 eff.) Unarmed combat: Weapon Damage 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +8 physical On-crit, radius 2 +8 physical On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | innervating elm wand of clairvoyance [power 9] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 52 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's steel ring of misery0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats Cun +3, Str +3 offense ------ On-Hit 11 physical On-Ranged-Hit 12 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 24 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 24 defense ------ Armor +5 other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | Rainravage0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats Con +3 offense ------ Damage +12% acid, +12% physical Ignore Armor +1 When Hit 4 cold defense ------ Resistance +24% acid, +2% physical +6% darkness Rings make your fingers look great! |
| Around neck | Quenchsweeper0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane While equipped: Stats Mag +3 offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) On-Hit 7 light, 10 darkness Damage +4% temporal, +11% light +6% blight, +9% cold +14% darkness +5% physical Ignore resists +10% blight When Hit: * 8% chance to reduce damage dealt by 20% * 7% chance to blind defense ------ Resistance +3% cold Amulets make your neck look great! |
| In main hand | halfling steel steamgun of true flight 4.0 Encumbrance T2 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +16.0% Attack Speed 100% Range +7 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Physical Crit +6.0% Damage +9% physical Accuracy +6 (+2 eff.) other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Chyromidar the Sleetarc 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +9% acid, +3% physical When Hit 4 cold defense ------ Fatigue -12% Resistance +5% fire, +7% cold Physical save +4 (+2 eff.) Unlife -20.00 life other ------- Encumbrance +30 A belt that goes around your waist. |
| In off hand | steel steamgun 'Gluwyn' 4.0 Encumbrance T2 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-Hit, radius 1 +36 20% chance of physical repulsion +12 physical Uses 2.0 Steam While equipped: Stats Str +5, Mag +4 offense ------ Damage +7% temporal, +9% mind +8% physical Ignore resists +7% temporal, +7% physical other ------- Reload +6 Light +3 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | cashmere cloak 'Kindleparry' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Mindpower +10 (+4 eff.) Damage +12% nature, +3% fire Ignore resists +10% fire defense ------ Defense +2 (+1 eff.) Physical save +7 (+3 eff.) Mind save +8 (+4 eff.) Unlife -50.00 life other ------- EQ when Hit +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Brodetir' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats Wil +3 offense ------ Damage +6% acid, +18% physical defense ------ Resistance +9% acid, +18% physical +11% all other ------- Max hate +10.00 Max psi +50.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the sneak (efficiency 142% / cooldown 53%)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 142% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the wizard (efficiency 106% / cooldown 83%)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 106% efficiency and cooldown mod of 83%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 10)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 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 10)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 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 7)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.2 steam per turn. Can be activated for an instant burst of 36 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 213; 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 instantly heal yourself for 213 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
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. |
shatter afflictions rune of the duelist (absorb 132; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 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 132 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. |
shielding rune of the titan (absorb 364; dur 3; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 364 damage for 3 turns. Its effects scale with your Constitution 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 61; cd 19)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 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. |
3 schematic: Acid 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. |
3 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: Alchemist's Helper0.1 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: 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. |
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: Black Light Emitter0.1 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: Explosive 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. |
2 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. |
2 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. |
3 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. |
6 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. |
2 schematic: Fungal Web0.1 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: Headlamp0.1 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: 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. |
2 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. |
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. |
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. |
4 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. |
2 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. |
4 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: 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. |
2 schematic: Second Skin0.1 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 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: Solid 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. |
2 schematic: Spike Attachment0.1 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. |
3 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. |
6 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. |
4 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: Unstoppable Force 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. |
3 schematic: Viral Injector0.1 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: 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. |
2 schematic: Winterchill 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. |
copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Con +2 Amulets make your neck look great! |
warrior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Daneth's Neckguard2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats Str +6, Con +6 defense ------ Armor +10 Fatigue +2% Resistance +20% physical other ------- Masteries +0.00(-) Technique/Battle tactics A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+8 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
steel amulet 'Zanidunarion'0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: defense ------ Resistance +6% lightning, +1% physical +5% arcane, +37% fire +3% nature, +14% cold Disarm Resist +20% Amulets make your neck look great! |
Arann0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats Str +1 offense ------ Damage +11% fire defense ------ Resistance +6% lightning, +25% fire Life Regen +4.00 Stun Resist +20% Rings make your fingers look great! |
Yvinn the Glowwalker0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats Dex +3 offense ------ Damage +9% physical Ignore resists +10% light defense ------ Resistance +6% fire, +9% cold Life +23.00 Disarm Resist +23% Pinning Resist +22% Knockbk Resist +23% other ------- Stamina/turn +2.00 Rings make your fingers look great! |
copper ring 'Bleakfear'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +9% cold Ignore resists +5% cold When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce armor by 18% defense ------ Resistance +3% acid, +3% darkness Mind save +6 (+3 eff.) Confus Resist +24% Rings make your fingers look great! |
copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +3 defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats Con +3 defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
Dayrip0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Str +3, Mag +7, Cun +3 Con +1 offense ------ Spellpower +6 (+2 eff.) Ignore resists +5% light When Hit 6 light defense ------ Armor +6 Spell save +6 (+3 eff.) Rings make your fingers look great! |
Kindlespawner0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Str +5, Con +5 offense ------ Physical Power +7 (+3 eff.) Damage +9% light Ignore resists +20% light When Hit 4 light defense ------ Resistance +3% light other ------- Light +3 Rings make your fingers look great! |
Murkpunish0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Str +5, Con +6 offense ------ Physical Power +7 (+3 eff.) Ignore resists +25% darkness When Hit 4 darkness defense ------ Defense +5 (+2 eff.) Resistance +3% darkness Healmod +10% Poison Resist +20% Rings make your fingers look great! |
Unlighttaint0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +6% lightning, +9% temporal When Hit 4 darkness On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% darkness Blind Resist +28% other ------- Infravision +4 See Stealth +8 See Invisibility +5 Rings make your fingers look great! |
gladiator's steel ring of lightning (+24%)0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats Str +4, Con +5 offense ------ Physical Power +7 (+3 eff.) Damage +12% lightning defense ------ Resistance +24% lightning Rings make your fingers look great! |
steel ring 'Adalena'0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats Str +4, Wil +6 offense ------ Spell Crit +2% Critical power +20.00% Spellpower/crit +8 Ignore resists +10% arcane defense ------ Crit Resistance 15.00% Mind save +12 (+6 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +3 Rings make your fingers look great! |
titan's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats Con +2 defense ------ Physical save +4 (+2 eff.) Mind save +6 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
Eilinetha the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats Str +6, Wil +6, Cun +6 Con +6 offense ------ Mind Crit +1% Physical Power +18 (+6 eff.) Spellpower +9 (+2 eff.) Mindpower +16 (+6 eff.) Damage +12% mind defense ------ Mind save +9 (+4 eff.) other ------- Max psi +10.00 Rings make your fingers look great! |
sneakthief's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats Cun +6, Dex +7 offense ------ Accuracy +9 (+3 eff.) defense ------ Blind Resist +29% other ------- Infravision +5 See Stealth +8 See Invisibility +8 Rings make your fingers look great! |
earthen elven-wood starstaff of might (25-30 power, 5 apr, physical element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +12 (+3 eff.) Damage +25% physical defense ------ Armor +7 Hardiness +6% Physical save +6 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kindlepall (38-60 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +20 light While equipped: offense ------ Critical power +15.00% defense ------ Resistance +5% arcane, +21% fire Healmod +20% Massive two-handed swords. |
caustic stralite greatsword of evisceration (48-77 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Nature/Master Weapon Damage 48.0 - 76.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +10 acid, +26 nature On Critical: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +12 (+4 eff.) Ignore resists +14% acid, +23% nature Ignore Armor +13 Massive two-handed swords. |
Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Gyyawen the voratun dagger (36-47 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 36.5 - 47.5 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats Str +11, Dex +11, Mag +13 Wil +11, Cun +13, Con +9 offense ------ Physical Crit +12.0% Critical power +45.00% Accuracy +12 (+3 eff.) Ignore Armor +9 defense ------ Armor +4 Defense +14 (+4 eff.) Resistance +5% arcane Spell save +15 (+8 eff.) Disarm Resist +50% Sharp, short and deadly. |
Cloudwire4.0 Encumbrance T2 sling 1H weapon [Random Unique] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 acid, +5 cold +20 item nature slow +7 lightning On Hit: * 20% chance to slow global speed by 51% While equipped: offense ------ Damage +12% acid, +9% cold +10% lightning Ignore resists +5% lightning Slings are used to hurl stones or metal shots at your foes. |
ranger's cured leather sling of cunning (+2)4.0 Encumbrance T2 sling 1H weapon [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats Cun +2, Dex +1 offense ------ Ignore resists +6% physical Slings are used to hurl stones or metal shots at your foes. |
halfling steel steamgun of piercing4.0 Encumbrance T2 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Damage +8% physical Ignore resists +6% all Accuracy +5 (+2 eff.) Ignore Armor +5 other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
blazing pouch of steel shots of accuracy (22/22, 23-28 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature/Master Weapon Damage 23.0 - 27.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 22 On-ranged-hit +10 fire On-crit, radius 2 +6 fire Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots of accuracy (23/23, 40-48 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Master Weapon Damage 40.0 - 48.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +3 Critical Rate +5.0% Capacity 23 While equipped: Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of wind (20/20, 31-37 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Nature Weapon Damage 31.0 - 37.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 20 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 116 physical damage While equipped: Shots are used with slings to pummel your foes to death. |
arcing pouch of stralite shots of accuracy (16/22, 40-49 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego] Arcane/Master Weapon Damage 40.5 - 48.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +5 Critical Rate +5.5% Capacity 22 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
stormwoven linen robe of frost (+6%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: Stats Str +4, Mag +5, Wil +5 offense ------ Damage +6% lightning, +6% physical +18% cold defense ------ Resistance +6% lightning, +21% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of the mountain (+10%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats Mag +4, Wil +5 offense ------ Damage +10% physical defense ------ Resistance +9% all, +10% physical other ------- Mana/turn +0.14 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Isann' (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Nature While equipped: offense ------ Spell Crit +1% Spellpower +11 (+2 eff.) Damage +15% cold, +20% light +9% all defense ------ Resistance +22% cold, +30% light +11% all Spell save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana/turn +0.16 Vim-on-crit +1.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Islebeth' (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats Str +6, Mag +2 offense ------ Spell Crit +13% Spellpower +26 (+6 eff.) Damage +14% blight defense ------ Resistance +14% blight, +13% all Spell save +23 (+12 eff.) other ------- Mana/turn +0.24 Max mana +81.00 Light +3 Infravision +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of lightning (+39%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: Stats Str +6, Mag +4, Wil +6 offense ------ Damage +33% lightning +7% physical, +12% cold defense ------ Resistance +39% lightning, +8% cold +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic reinforced leather armour of temporal resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Arcane While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +21% temporal, +14% light +14% darkness A suit of armour made of leather. |
prismatic steel plate armour of stability (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego] Arcane/Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +6% physical, +12% light +12% darkness Physical save +12 (+4 eff.) A suit of armour made of metal plates. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Lisonor the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats Dex +1, Mag +2, Wil +2 Con +2 offense ------ Mindpower +6 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 24 defense ------ Resistance +15% nature Physical save +8 (+3 eff.) Spell save +9 (+5 eff.) A belt that goes around your waist. |
kruk cloak (0 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: Stats Mag +1, Wil +1 defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Filthdredge the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Cun +2, Con +2 offense ------ When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +1 Resistance +3% nature, +6% acid Physical save +12 (+4 eff.) Mind save +12 (+6 eff.) A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats Cun +4 defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Strikeidol (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Str +3, Con +4 offense ------ When Hit 2 cold defense ------ Armor +3 Fatigue -3% Resistance +6% lightning Physical save +6 (+2 eff.) other ------- Encumbrance +20 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Anti-Gravity Boots (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats Str +5, Dex +4 offense ------ Steampower +3 (+0 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (83 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (140 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
pair of dwarven-steel boots 'Grinudunanik' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Dex +3, Cun +4, Con +7 offense ------ Damage +12% arcane, +6% blight When Hit 4 blight defense ------ Armor +4 Fatigue +3% Resistance +5% arcane Crit Resistance 5.00% other ------- See Invisibility +6 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 1.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. |
rough leather gloves 'Glimmeroath' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats Cun +1 offense ------ On-Hit 6 fire Damage +4% fire, +6% light +3% mind Ignore resists +20% mind defense ------ Armor +1 Resistance +6% fire other ------- Light +2 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +5 fire On Hit: 10% Fire Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nerirassra (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats Dex +6, Wil +4, Cun +6 offense ------ Accuracy +6 (+2 eff.) defense ------ Armor +2 Resistance +10% darkness Crit Resistance 15.00% other ------- Infravision +3 Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On-hit +16 darkness On Crit: 10% Dominate level 3 Track: Puts all charms on 15 turn cooldown Effective talent level: 1.8 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ragadar the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Armor +2 Resistance +2% physical, +6% darkness +15% cold, +9% mind +6% temporal Crit Resistance 15.00% Physical save +8 (+3 eff.) Mind save +6 (+3 eff.) Healmod +20% Disarm Resist +37% Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of strength (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats Str +2 offense ------ Physical Power +8 (+3 eff.) defense ------ Armor +2 Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +13.00 Unarmed combat: Weapon Damage 21.0 - 23.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Vorana' (0 def, 9 armour)1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats Str +3, Dex +3, Cun +4 Con +4 offense ------ Spell Crit +3% Critical power +5.00% Damage +3% blight Accuracy +6 (+2 eff.) defense ------ Armor +9 Resistance +2% physical Physical save +41 (+14 eff.) Spell save +3 (+2 eff.) Mind save +12 (+6 eff.) Disarm Resist +86% other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 25.5 - 28.1 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +15 Ignore Armor +5 Critical Rate +15.0% Attack Speed 100% On-hit +22 physical On Hit: 10% Perfect Control level 5 On Hit: 10% Juggernaut level 1 On Hit: 10% Set Up level 5 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour)1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats Str +3, Wil +3, Cun +3 offense ------ Mindpower +3 (+2 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+2 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 87% On Hit: 20% Poisonous Bite level 3 On Hit: 10% Quick as Thought level 3 On Hit: 5% Implode level 1 Mindhook: Effective talent level: 4.0 Power cost 16 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
insulating rough leather hat of strength (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats Str +3 defense ------ Armor +1 Fatigue +1% Resistance +5% fire, +6% cold A hat made of leather. Very stylish. |
linen wizard hat 'Saluwe' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: offense ------ Damage +12% light Ignore resists +10% blight, +20% physical On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 defense ------ Defense +1 (+1 eff.) Resistance +18% light other ------- Max stamina +20.00 Max psi +10.00 A pointy cloth hat, very wizardly... |
Blastbender (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Con +4 offense ------ Damage +12% lightning defense ------ Armor +1 Fatigue +1% Crit Resistance 10.00% other ------- Max stamina +20.00 Infravision +2 See Invisibility +6 A hat made of leather. Very stylish. |
Doursweep the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +3, Wil +3 offense ------ Mindpower +8 (+4 eff.) Damage +9% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Frigidglory the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Con +3 offense ------ When Hit 2 cold defense ------ Armor +1 Fatigue +1% Resistance +12% lightning, +3% cold +6% nature Spell save +3 (+2 eff.) A cap made of leather. |
rough leather cap 'Ulfygastir' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +3, Con +6 offense ------ Damage +3% mind Ignore resists +5% mind defense ------ Armor +1 Fatigue +1% Crit Resistance 15.00% A cap made of leather. |
Samuhor (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats Cun +2, Wil +2 offense ------ Spellpower +10 (+2 eff.) Mindpower +3 (+2 eff.) Spellpower/crit +2 Ignore Shields +30% defense ------ Armor +3 Fatigue +5% other ------- Max vim +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1 Wil +1, Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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. |
10 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. |
6 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. |
9 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. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
5 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. |
4 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. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats Mag +5, Con +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
476 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
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! |
good head lamp0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +4 (+1 eff.) other ------- Light +4 Tinkers can be attached to normal items to improve them with steam power! |
good saw shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 19] simple frost salve [power 19]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 75% cooldown modifier. Remove 1 physical effects and grants a frost aura (19% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 236] simple healing salve [power 236]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 162% efficiency and 75% cooldown modifier. Heal 236 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Cyrelaith the iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats Str +1 offense ------ Damage +6% nature defense ------ Armor +2 Defense +10 (+3 eff.) Resistance +11% nature Knockbk Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats Str +2 defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 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. |
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. |
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. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By minig the Halfling Gunslinger level 24
23rd Regrowth 123rd year of Ascendancy at 05:02 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By minig the Halfling Gunslinger level 10
16th Haze 122nd year of Ascendancy at 10:22 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By minig the Halfling Gunslinger level 23
22nd Regrowth 123rd year of Ascendancy at 17:25 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By minig the Halfling Gunslinger level 30
70th Regrowth 123rd year of Ascendancy at 17:05 see stats
Fool of a Took! (Insane (Adventure) difficulty)
Killed oneself as a halfling.By minig the Halfling Gunslinger level 31
3rd Pyre 123rd year of Ascendancy at 05:54 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By minig the Halfling Gunslinger level 28
53rd Regrowth 123rd year of Ascendancy at 23:40 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By minig the Halfling Gunslinger level 10
5th Haze 122nd year of Ascendancy at 02:51 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By minig the Halfling Gunslinger level 20
10th Decay 122nd year of Ascendancy at 06:15 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By minig the Halfling Gunslinger level 30
70th Regrowth 123rd year of Ascendancy at 10:36 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By minig the Halfling Gunslinger level 27
47th Regrowth 123rd year of Ascendancy at 12:33 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By minig the Halfling Gunslinger level 27
51st Regrowth 123rd year of Ascendancy at 21:28 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By minig the Halfling Gunslinger level 24
24th Regrowth 123rd year of Ascendancy at 20:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By minig the Halfling Gunslinger level 10
8th Haze 122nd year of Ascendancy at 13:20 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By minig the Halfling Gunslinger level 10
9th Haze 122nd year of Ascendancy at 23:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By minig the Halfling Gunslinger level 24
23rd Regrowth 123rd year of Ascendancy at 23:38 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By minig the Halfling Gunslinger level 18
8th Decay 122nd year of Ascendancy at 08:55 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By minig the Halfling Gunslinger level 31
3rd Pyre 123rd year of Ascendancy at 05:54 see stats
Log
Something hits minig for (35 flat reduction), 20 fire (20 total damage).
Minig is not stunned anymore.
Waking Nightmare from Emelavena the skeleton master archer hits minig for (31 flat reduction), 0 darkness (0 total damage).
Burning from Minig's Inner Demon hits minig for (29 flat reduction), 0 fire (0 total damage).
Something misses his shot.
minig MISS, 10% = (50 + 2,5 * (43 - 59)), min=0%, max=95%
minig HIT, 95% = (50 + 2,5 * (74 - 35)), min=0%, max=95%
minig deflects the projectile from Something but fumbles!
minig deflects the projectile from Something to the southwest!
---------- Turn 62 ----------
Something evades minig.
Something MISS, 25% = (50 + 2,5 * (59 - 69)), min=0%, max=100%
Something misses minig.
Something deflects the projectile from minig to the north!
Something hits minig for (24 flat reduction), 0 fire (0 total damage).
Something HIT, 25% = (50 + 2,5 * (59 - 69)), min=0%, max=100%
Something performs a ranged critical strike against minig!
Something hits minig for (35 flat reduction), 286 physical (286 total damage).
minig the level 31 halfling gunslinger was minced to death by a minig's Inner Demon on level 4 of Ruined halfling complex.
---------- Turn 63 ----------
Minig deactivates his cloak's restoration systems.
You have 5 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed minig!
Saving game...
---------- Turn 64 ----------
Personal New Achievement: Fool of a Took! (Insane (Adventure) difficulty)!
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!







































































































































