Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
Addons | Dread Necromancer 1.6.1The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Miscellaneous QOL Pack 1.6.0 Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Better Item Description 1.6.0This 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 ZOmnibus Addon Pack 1.6.0Combines 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: Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Gunslinger |
Level / Exp | 47 / 98% |
Size | medium |
Lifes / Deaths | Killed by timeswapped worm that walks at level 47 on the 9th Destruction 124th year of Ascendancy at 07:43 / 1 |
Primary Stats
Strength | 87 (base 59) |
Dexterity | 66 (base 60) |
Constitution | 21 (base 11) |
Magic | 33 (base 10) |
Willpower | 24 (base 10) |
Cunning | 77 (base 60) |
Resources
Life | -231/1654 |
Psi | 91/114 |
Steam | 100/100 |
Healing Factor | 1.2563874345549 |
Regeneration | 17.903520942408 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +80% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 1 |
See Invisible | 9 |
Offense: Mainhand
Damage | 65 |
Accuracy | 57 |
Crit Chance | 66% |
APR | 44 |
Speed | 1.00 |
Offense: Offhand
Damage | 65 |
Accuracy | 57 |
Crit Chance | 66% |
APR | 44 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Physical | +34% |
Darkness | +30% |
Temporal | +33% |
All | +12% |
Offense: Damage Penetration
Physical | +33% |
All | +11% |
Temporal | +36% |
Defense: Base
Armour (hardiness) | 51 (30%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 15 |
Physical Save | 42 |
Spell Save | 24 |
Mental Save | 46 |
Defense: Resistances
Lightning | + 51%( 70%) |
Temporal | + 34%( 70%) |
Fire | + 36%( 70%) |
Mind | + 48%( 70%) |
All | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 0% |
Stun Resistance | 90% |
Disarm Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. |
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 157% efficiency and cooldown mod of 53%. |
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 149% efficiency and cooldown mod of 58%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 30% all resistance, you move 41% faster, and you are invisible (power 25). Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 26 up to 3 times. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Automation | 1.47 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Automated Cloak Tessellation |
talent | Embedded Restoration Systems |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+15). Continuum Destabilization |
beneficial effect | Provides a frost aura, giving you +34% fire, light, and lightning affinity. Fiery Salve |
beneficial effect | You have 4 charges. Death Momentum |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour) 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Phys.save +0 (+0 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Pinning- +0% Stun/Frz- +40% Knockbk- +0% Teleport- +0% ---------- misc Talents +5 Rocket Boots Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 30 power out of 8/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | barbed pouch of voratun shots of torment (22/22, 69-82.8 power, 6 apr) barbed pouch of voratun shots of torment (22/22, 69-82.8 power, 6 apr) 3.0 T5 shot ammo [Ego++] Master/Psionic Power 69.0 - 82.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +19.0% Capacity 22 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | piercing dwarven lantern piercing dwarven lantern1.0 T5 lite [Ego+] Master While equipped: dps ---------- Res.pen +11% all Apr +15 ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+2 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+5 eff.) Blind- +50% A Helmet. But with steam power! |
On hands | heroic drakeskin leather gloves of war-making (0 def, 7 armour) heroic drakeskin leather gloves of war-making (0 def, 7 armour) 1.0 T5 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +18.0% Spell.crit +16% Mind.crit +16% Crit.mult +11.00% ----- def ----- Armour +7 Mind.save +13 (+5 eff.) Max.HP +66.00 Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | bloodhexed voratun pickaxe (dig speed 19 turns) bloodhexed voratun pickaxe (dig speed 19 turns)3.0 T5 digger tool [Ego+] Arcane While equipped: Stats +7 Str +8 Wil dps ---------- Phys.crit +12.0% Mind.crit +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring of life voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +79.00 HP.reg +13.00 Heal.mod +17% Rings can have magical properties. |
On fingers | Ring of Lost Love Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil ----- def ----- Resists +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 73 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Around neck | Torchfist Torchfist0.1 T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Dex +4 Mag +3 Con dps ---------- S.pwr/crit +3 ----- def ----- Resists +9% fire Crit.dmg- 10.00% Phys.save +6 (+2 eff.) Max.HP +37.00 HP.reg +1.00 ---------- misc Mana/turn +0.12 Max.mana +26.00 Infravis +1 Masteries +0.17 Steamtech/Automation Amulets can have magical properties. |
In main hand | Halirak the Pitchtreason Halirak the Pitchtreason 4.0 T5 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% On Crit.r2 +8 darkness +12 lightning On Hit: * splashes acid on your target dealing 79 damage and reducing their armor Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +21% temporal +18% darkness +22% physical Res.pen +22% physical +25% temporal Melee Ret 6 light On Hit (Ranged): * 22% chance to reduce damage dealt by 18% * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | hardened leather belt 'Silybeth' hardened leather belt 'Silybeth' 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Str +7 Mag +3 Wil dps ---------- Crit.mult +20.00% ----- def ----- Fatigue -7% ---------- misc Max.enc +37 Equi/ret +0.04 Vim/s.crit +2.00 See.Invis +9 A belt that goes around your waist. |
In off hand | Glacia Glacia 4.0 T4 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * chills your foe dealing 44 damage and slowing them by one tenth of a turn * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
Cloak | murderer's elven-silk cloak of the hunter (3 def, 0 armour) murderer's elven-silk cloak of the hunter (3 def, 0 armour) 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +6 Cun +5 Dex dps ---------- Acc +43 (+11 eff.) Apr +8 ----- def ----- Defense +3 (+2 eff.) Fatigue -5% Resists +30% lightning Max.HP +96.00 Stun/Frz- +50% ---------- misc Max.stam +26.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Life Support Suit (12 def, 20 armour) Life Support Suit (12 def, 20 armour) 9.0 T5 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +20 Defense +12 (+5 eff.) Fatigue +9% Resists +5% all Crit.dmg- 35.00% Phys.save +25 (+8 eff.) Die.at -200.00 life ---------- misc Talents +1 Life Support You cannot bleed. When you take damage, if your life is under 20%, heal for 30% of your max life. (14 turns until ready) "We've done it, men. We cured death." |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-2 eff.) Max.HP +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. |
Amudethel the Striketorrent Amudethel the Striketorrent0.1 T5 ring jewelry [Rare] Master While equipped: Stats +5 Cun +18 Wil dps ---------- Melee Ret 10 lightning ----- def ----- Resists +21% acid Crit.dmg- 17.56% HP.reg +8.00 Stun/Frz- +45% ---------- misc See.Invis +21 Rings can have magical properties. |
Ring of the War Master Ring of the War Master0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
blighted elven-wood starstaff (25-30 power, 5 apr, light element) blighted elven-wood starstaff (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +21 (+11 eff.) Dmg.mod +25% light ---------- misc Vim/s.crit +5.00 Max.vim +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Delagen (30-36 power, 6 apr, darkness element) Delagen (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Wil dps ---------- Spell.crit +5% Spell.pwr +15 (+8 eff.) Dmg.mod +12% temporal +21% mind +30% darkness Res.pen +18% arcane +18% mind Melee Ret 6 arcane On Hit (Melee): * 23% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% arcane ---------- misc Mana/turn +0.38 Psi/ret +0.12 Hate/m.crit +1.00 Max.mana +98.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Shadefury' (30-36 power, 6 apr, temporal element) dragonbone starstaff 'Shadefury' (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Rare] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Con dps ---------- Spell.crit +5% Phys.pwr +25 (+6 eff.) Spell.pwr +15 (+8 eff.) S.pwr/crit +12 Dmg.mod +30% temporal +15% arcane +9% darkness Res.pen +25% arcane Acc +20 (+6 eff.) ---------- misc Max.stam +30.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
imbued dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element) imbued dragonbone magestaff of wizardry (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.crit +5% Spell.pwr +25 (+13 eff.) Dmg.mod +30% lightning ---------- misc Max.mana +63.00 Talents +1 Command Staff On Spell Hit: 10% Earthen Missiles 6 Staves designed for wielders of magic, by the greats of the art. |
stralite greatmaul of ruin (54.5-81.75 power, 3 apr) stralite greatmaul of ruin (54.5-81.75 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Master Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +17.0% Crit.mult +37.00% Apr +19 Massive two-handed mauls. |
acidic voratun greatsword of daylight (63-100.8 power, 4 apr) acidic voratun greatsword of daylight (63-100.8 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane Power 63.0 - 100.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +23 light Against +37% Undead On Crit: * Splash the target with acid dealing 71 damage over 5 turns and reducing armor and accuracy by 9 Massive two-handed swords. |
enhanced voratun greatsword of shearing (60-96 power, 4 apr) enhanced voratun greatsword of shearing (60-96 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: Stats +16 Str +19 Dex +16 Mag +16 Wil +17 Cun +14 Con dps ---------- Res.pen +16% all Acc +31 (+8 eff.) Apr +19 Massive two-handed swords. |
warbringer's orite trident of torment (41-65.6 power, 13 apr) warbringer's orite trident of torment (41-65.6 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Master/Psionic Power 41.0 - 65.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Con dps ---------- Phys.pwr +19 (+5 eff.) Res.pen +13% physical ----- def ----- Disarm- +36% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Hathydunadin the reinforced leather sling Hathydunadin the reinforced leather sling4.0 T4 sling 1H weapon [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +21 lightning +23 arcane While equipped: dps ---------- Spell.pwr +35 (+16 eff.) Dmg.mod +18% lightning +9% arcane Res.pen +20% mind +25% arcane Phasing +35% ----- def ----- Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc Max.vim +58.52 Slings are used to hurl stones or metal shots at your foes. |
halfling voratun steamgun of enduring halfling voratun steamgun of enduring4.0 T5 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +12 Wil +12 Con dps ---------- Dmg.mod +18% physical ----- def ----- Max.HP +107.00 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed quiver of elven-wood arrows of amnesia (19/19, 59.5-83.3 power, 14 apr) barbed quiver of elven-wood arrows of amnesia (19/19, 59.5-83.3 power, 14 apr)3.0 T4 arrow ammo [Ego++] Master/Psionic Power 59.5 - 83.3 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +14 Crit +17.5% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+8 eff.) Mov.spd +32% Dmg.mod +22% blight Melee Ret 0 physical ----- def ----- Armour +0 Hardiness +0% Fatigue +0% Resists +13% all Dmg.red +22 all Crit.dmg- 0.00% Carrion Feet: Level 3.0 Pwr.cost 14 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
fortifying stralite mail armour (4 def, 8 armour) fortifying stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Master While equipped: Stats +4 Str +5 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +70.00 A suit of armour made of mail. |
searing voratun mail armour of implacability (5 def, 17 armour) searing voratun mail armour of implacability (5 def, 17 armour)14.0 T5 heavy armor [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 23 acid 16 fire Melee Ret 14 acid 11 fire ----- def ----- Armour +17 Defense +5 (+3 eff.) Fatigue +2% Resists +30% acid +21% fire Phys.save +12 (+4 eff.) A suit of armour made of mail. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind +0% lightning Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Stun/Frz- +0% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 36 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Liquid Metal Cloak (20 def, 10 armour) Liquid Metal Cloak (20 def, 10 armour)2.0 T5 cloak armor [Unique] Steamtech While equipped: ----- def ----- Armour +10 Defense +20 (+8 eff.) Resists +0% lightning +15% physical Phys.save +40 (+13 eff.) Stun/Frz- +0% ---------- misc Masteries +0.20 Steamtech/Avoidance Cloaking Device: Level 1.3 Pwr.cost 55 out of 60/60. Range melee/personal Travel.spd instantaneous Is a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 71 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
enveloping elven-silk cloak of Eldoral (12 def, 0 armour) enveloping elven-silk cloak of Eldoral (12 def, 0 armour)2.0 T5 cloak armor [Ego] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Defense +12 (+5 eff.) Phys.save +11 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+4 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Chargepiercer the drakeskin leather gloves (0 def, 3 armour) Chargepiercer the drakeskin leather gloves (0 def, 3 armour)1.0 T5 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Spell.crit +6% Spell.pwr +12 (+6 eff.) Melee+ 12 darkness Dmg.mod +7% darkness +9% mind Res.pen +25% mind +10% lightning Acc +9 (+3 eff.) ----- def ----- Armour +3 Resists +20% darkness +6% lightning Disarm- +0% ---------- misc Mana/turn +0.26 Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 14 cooldown Level 1.8 Pwr.cost 14 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 31 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. |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +0 Cun +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-5 eff.) Resists +10% cold +10% darkness +10% arcane Mind.save +0 (+0 eff.) Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
leafwalker's drakeskin leather cap of knowledge (0 def, 5 armour) leafwalker's drakeskin leather cap of knowledge (0 def, 5 armour)2.0 T5 head armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +13% nature Spell.save +6 (+3 eff.) Max.HP +75.00 Heal.mod +19% A cap made of leather. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +0 (+0 eff.) Spell.pwr +0 (+0 eff.) Mov.spd +0% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +6% Resists +10% darkness Mind.save +0 (+0 eff.) ---------- misc Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
champion's voratun helm of ire (0 def, 5 armour) champion's voratun helm of ire (0 def, 5 armour)3.0 T5 head armor [Ego++] Master While equipped: Stats +12 Str +4 Wil +4 Con ----- def ----- Armour +5 Fatigue +5% Phys.save +12 (+4 eff.) Mind.save +30 (+10 eff.) ---------- misc Light +2 Battle Cry: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 bloodstone 4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 diamond 6 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+4 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 28 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
63 alchemist agate 63 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. |
strange black disk (1) strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
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. |
Stralite Sand Shredder Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
perfect explosive shell perfect explosive shell0.0 T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
potent healing salve [power 193] potent healing salve [power 193]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 193 Puts Talent Medical Injector on 14 cooldown Medical salve. |
powerful fiery salve [power 18] powerful fiery salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (18% fire, light and lightning affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
powerful unstoppable force salve [power 61] powerful unstoppable force salve [power 61]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 61 and healing factor by half Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 23] amazing fiery salve [power 23]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 magical effects and grants a fiery aura (23% fire, light and lightning affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 23] amazing frost salve [power 23]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 physical effects and grants a frost aura (23% cold, darkness and nature affinity) Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 332] amazing healing salve [power 332]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 332 Puts Talent Medical Injector on 14 cooldown Medical salve. |
amazing unstoppable force salve [power 92] amazing unstoppable force salve [power 92]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 92 and healing factor by half Puts Talent Medical Injector on 17 cooldown Activation is instant. Medical salve. |
amazing water salve [power 23] amazing water salve [power 23]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 3 mental effects and grants a water aura (23% blight, mind and acid affinity). Puts Talent Medical Injector on 23 cooldown Activation is instant. Medical salve. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 184 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. |
Coalmoon the elven-wood totem of healing [power 360] (14 cooldown) Coalmoon the elven-wood totem of healing [power 360] (14 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% darkness ----- def ----- Armour +8 Resists +5% arcane +15% mind HP.reg +4.00 Heal yourself and all friendly characters within 10 spaces for 360 Puts all charms on 14 cooldown 100% to increase all damage by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Earthnaught [power 67] (19 cooldown) Earthnaught [power 67] (19 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Crit.mult +23.41% Spell.pwr +35 (+16 eff.) Dmg.mod +15% temporal Phasing +35% Melee Ret 6 nature ----- def ----- Resists +15% nature Def/telep +18 Res/telep +18% Dur/telep +18% Harden the skin for 7 turns increasing armour by 67 and armour hardiness by 60% Puts all charms on 19 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing dragonbone totem of summon tentacle [power 405] (23 cooldown) soothing dragonbone totem of summon tentacle [power 405] (23 cooldown)2.0 T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1137 Base Damage: 460 Armor: 35 All Resist: 47 Puts all charms on 23 cooldown 100% to heal for 85. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Flex the Whitehoof Gunslinger level 9
19th Retaking 124th year of Ascendancy at 03:35 see stats
By Flex the Whitehoof Gunslinger level 11
23rd Retaking 124th year of Ascendancy at 20:05 see stats
By Flex the Whitehoof Gunslinger level 41
3rd Loss 124th year of Ascendancy at 22:03 see stats
By Flex the Whitehoof Gunslinger level 32
6th Dearth 124th year of Ascendancy at 22:56 see stats
By Flex the Whitehoof Gunslinger level 10
21st Retaking 124th year of Ascendancy at 12:46 see stats
By Flex the Whitehoof Gunslinger level 20
42nd Retaking 124th year of Ascendancy at 19:03 see stats
By Flex the Whitehoof Gunslinger level 30
39th Revenge 124th year of Ascendancy at 11:01 see stats
By Flex the Whitehoof Gunslinger level 40
46th Dearth 124th year of Ascendancy at 21:22 see stats
By Flex the Whitehoof Gunslinger level 47
8th Destruction 124th year of Ascendancy at 16:21 see stats
By Flex the Whitehoof Gunslinger level 31
40th Revenge 124th year of Ascendancy at 11:01 see stats
By Flex the Whitehoof Gunslinger level 45
45th Loss 124th year of Ascendancy at 07:10 see stats
By Flex the Whitehoof Gunslinger level 33
7th Dearth 124th year of Ascendancy at 16:26 see stats
By Flex the Whitehoof Gunslinger level 36
37th Dearth 124th year of Ascendancy at 16:49 see stats
By Flex the Whitehoof Gunslinger level 15
30th Retaking 124th year of Ascendancy at 21:10 see stats
Log
Epidemic from Timeswapped worm that walks's Fugue Clone hits Flex for (17 resist armour), 0 physical, (11 resist armour), 0 blight (0 total damage).
Timeswapped worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Timeswapped worm that walks for 0 blight, 3 healing (0 total damage) [3 healing].
Carrion worm mass's wormblight area effect hits Timeswapped worm that walks for 0 blight, 3 healing (0 total damage) [3 healing].
Carrion worm mass's wormblight area effect hits Temporal spire dragon for 3 blight damage.
Carrion worm mass's wormblight area effect hits Temporal spire dragon for 3 blight damage.
A carrion worm mass bursts out of Flex!
Flex is free from the worm rot.
A carrion worm mass bursts out of Flex!
Flex is no longer anchored.
Worm Rot from Timeswapped worm that walks's Fugue Clone hits Flex for (14 resist armour), 0 physical, (8 resist armour), 0 blight, (14 resist armour), 0 physical, (7 resist armour), 0 acid, (39 resist armour), 0 physical, (23 resist armour), 0 blight, (39 resist armour), 0 physical, (23 resist armour), 0 blight (0 total damage).
Epidemic from Timeswapped worm that walks's Fugue Clone hits Flex for (14 resist armour), 0 physical, (8 resist armour), 0 blight (0 total damage).
Timeswapped worm that walks hits Flex for (49 resist armour), 192 physical, (27 resist armour), 0 physical, (16 resist armour), 0 blight, (49 resist armour), 89 physical, (7 resist armour), 0 physical, (3 resist armour), 0 nature, (27 resist armour), 0 physical, (16 resist armour), 0 blight (281 total damage).
Melee retaliation hits Timeswapped worm that walks for 5 light, 5 light (11 total damage).
Timeswapped worm that walks stops bleeding.
Epidemic from Timeswapped worm that walks's Fugue Clone hits Flex for (14 resist armour), 0 physical, (8 resist armour), 0 blight (0 total damage).
Epidemic from Timeswapped worm that walks's Fugue Clone hits Flex for (14 resist armour), 0 physical, (8 resist armour), 0 blight (0 total damage).
Flex's embedded restoration system activate.
Flex receives 46 healing.
Flex is free from the epidemic.
Flex uses a fiery salve.
Flex receives 157 healing from Hardened leather belt 'Silybeth' .
Talent Rocket Boots is ready to use.
Saving game...