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: 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Tinker Tooltips 1.5.5Changes the descriptions of the six talents used in making tinkers to show the levels required to make each object. I was sick of looking them up. I'm not sure what's going on with the double-rectangle symbols showing up on newlines in the descriptions, if anyone knows a way to remedy it let me know. Ignore Stat Prerequisites 1.6.7Makes the game ignore attribute prerequisites for skills and items. When collecting stat boosting gear they become meaningless anyway. Superloads 'engine/interface/ActorInventory.lua:canWearObject' and 'engine/interface/ActorTalents.lua:canLearnTalent' in a non-destructive way. 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. Brawler combo displayer 1.7.4Displays combo point icon when you get it. Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Communist Artifacts 1.7.4Equalizes the rarity of all artifacts, because I'm sick of seeing Girdle of the Calm Waters in egress. Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. 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 | Rogue |
Level / Exp | 28 / 4% |
Size | small |
Lifes / Deaths | Killed by Xidhetta the elven cultist at level 26 on the 2nd Decay 122nd year of Ascendancy at 19:26 5 / 2Killed by Poltergeist Spectral Blade at level 28 on the 3rd Regrowth 123rd year of Ascendancy at 16:05 |
Primary Stats
Strength | 10 (base 13) |
Dexterity | 58 (base 52) |
Constitution | 22 (base 10) |
Magic | 15 (base 10) |
Willpower | 25 (base 10) |
Cunning | 69 (base 58) |
Resources
Life | -316/821 |
Steam | 100/100 |
Stamina | 47/198 |
Psi | 135/135 |
Healing Factor | 1.4724166372473 |
Regeneration | 134.25189222475 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | -992 |
Infravision | 10 |
See Stealth | 57.975641342752 |
See Invisible | 57.975641342752 |
Stealth | 62 |
Offense: Mainhand
Damage | 4 |
Accuracy | 61 |
Crit Chance | 33% |
APR | 12 |
Speed | 0.91 |
Offense: Offhand
Damage | 13 |
Accuracy | 61 |
Crit Chance | 32% |
APR | 13 |
Speed | 0.91 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Light | +6% |
Nature | +49% |
Mind | +3% |
Cold | +18% |
All | 0% |
Offense: Damage Penetration
Nature | +40% |
Physical | +6% |
Light | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | -63.713701951163 (49.007671158813%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | -12 |
Spell Save | 13 |
Mental Save | 16 |
Defense: Resistances
Nature | + 63%( 70%) |
Lightning | + 30%( 70%) |
Light | + 36%( 70%) |
Temporal | + 30%( 70%) |
Blight | + 35%( 70%) |
Darkness | + 34%( 70%) |
Mind | + 36%( 70%) |
All | + 25%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 53% |
Knockback Resistance | 0% |
Confusion Resistance | 10% |
Stun Resistance | 63% |
Pinning Resistance | 35% |
Poison Resistance | 35% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 394 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 443% 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 Strength stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Apply Poison |
talent | Volatile Poison |
talent | Stealth |
talent | Trained Reactions |
talent | Leeching Poison |
talent | Skate |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 4. Militant Mind |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 4.6 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 7 Net Damage: 48 - 68 Accuracy: 77 (knife) APR: 20 Crit Chance: +34% Crit mult: 179% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 41. Intimidated |
detrimental effect | The target has been dominated. It is unable to move and has lost 26 armor and 38 defense. Attacks from Poltergeist Spectral Blade gain 50% damage penetration. Dominated |
detrimental effect | The target's armour and saves are broken, reducing them by 46. Sunder Armour |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
beneficial effect | A flow of life spins around the target, regenerating 78.84 life per turn. Regeneration |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 16 defense. Evasion |
Quests
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Halydugen the pair of dwarven-steel boots (0 def, 4 armour) Halydugen the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Wil +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +6% physical On Hit (Melee): * 20% chance to reduce armor by 5% ----- def ----- Armour +4 Fatigue +3% Resists +3% nature Die.at -80.00 life Blind- +10% Blindside: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | alchemist's lamp 'Zubimina' alchemist's lamp 'Zubimina'1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Resists +3% blight +3% mind +3% darkness Mind.save +9 (+6 eff.) Die.at -60.00 life Max.HP +49.00 Heal.mod +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Tulaldil the Lustreravager (1 def, 0 armour) Tulaldil the Lustreravager (1 def, 0 armour) 2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +11% nature Res.pen +10% light ----- def ----- Defense +1 (+0 eff.) Resists +16% nature +6% mind +3% light Confus- +10% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A pointy cloth hat, very wizardly... |
On hands | Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+4 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+7 eff.) Max.HP +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | Xanida [power 27] (21 cooldown) Xanida [power 27] (21 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Con +3 Wil ----- def ----- Spell.save +15 (+11 eff.) Die.at -40.00 life ---------- misc Light +2 Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 21 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | wizard's copper ring of perseverance wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+6 eff.) HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
On fingers | voratun ring 'Rainjeer' voratun ring 'Rainjeer'0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +13% nature +6% light Melee Ret 2 nature On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Resists +32% nature +3% light Max.HP +32.00 HP.reg +5.00 Disarm- +29% Pinning- +35% Stun/Frz- +41% Knockbk- +33% Rings make your fingers look great! |
Around neck | Frozenbliss the steel amulet Frozenbliss the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +18% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Phys.save +12 (+12 eff.) Spell.save +12 (+9 eff.) Mind.save +16 (+10 eff.) ---------- misc Equi/ret +0.12 Max.psi +30.00 Amulets make your neck look great! |
In main hand | Voidviper the dwarven-steel waraxe (28-38 power, 4 apr) Voidviper the dwarven-steel waraxe (28-38 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Random Unique] Master Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +4 darkness On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Phys.spd +10% Dmg.mod +3% mind Acc +13 (+3 eff.) ----- def ----- Resists +6% mind +9% darkness One-handed war axes. |
Around waist | Lisowe Lisowe1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Crit.mult +10.00% Acc +5 (+1 eff.) Apr +4 ----- def ----- Resists +6% lightning +7% temporal Die.at -40.00 life ---------- misc Max.hate +6.00 A belt that goes around your waist. |
In off hand | Tuleblek the Sulfurthorn (10-13 power, 5 apr) Tuleblek the Sulfurthorn (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +25% nature Acc +6 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Defense +6 (+2 eff.) Resists +9% light Disarm- +24% ---------- misc Hate/m.crit +2.00 Sharp, short and deadly. |
Cloak | Glowwrest (7 def, 0 armour) Glowwrest (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% light Acc +15 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+6 eff.) Die.at -60.00 life ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | verdant cashmere robe of life (0 def, 0 armour) verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +10% blight +11% all Max.HP +54.00 HP.reg +1.50 Heal.mod +17% Poison- +35% Disease- +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 80% / cooldown 79%) medical injector implant (efficiency 80% / cooldown 79%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 79%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 80% / cooldown 79%) medical injector implant (efficiency 80% / cooldown 79%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 79%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the psychic (die at -368; dur 6; cd 30) heroism infusion of the psychic (die at -368; dur 6; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -368 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 736 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 513%; cd 14) movement infusion (speed 513%; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 513% 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. 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 |
shatter afflictions rune (absorb 69; cd 18) shatter afflictions rune (absorb 69; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Galvanic Retributor schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Arcsweep the steel amulet Arcsweep the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% lightning Melee Ret 4 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 15 * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -4% Resists +6% lightning +12% mind HP.reg +3.00 Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
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 (+15 eff.) Spell.save +15 (+11 eff.) Mind.save -7 (-7 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. |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
iron longsword of dampening (11-15 power, 2 apr) iron longsword of dampening (11-15 power, 2 apr)3.0 T1 longsword 1H weapon Reqs Str 11 [Ego] Disrupt Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: ----- def ----- Resists +8% acid +7% cold +8% fire +7% lightning +2% all Spell.save +5 (+5 eff.) Sharp, long, and deadly. |
Sword of Potential Futures (28-39 power, 10 apr) Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
elemental dwarven-steel longsword of massacre (32-45 power, 4 apr) elemental dwarven-steel longsword of massacre (32-45 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 32.0 - 44.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +5% fire Res.pen +11% fire Sharp, long, and deadly. |
Artharehir the steel waraxe (16-22 power, 3 apr) Artharehir the steel waraxe (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Disrupt/Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 14 arcane resource burn While equipped: dps ---------- Res.pen +13% all Acc +14 (+3 eff.) Apr +11 On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Resists +1% physical Phys.save +3 (+3 eff.) One-handed war axes. |
Gyrath the steel waraxe (12-16 power, 3 apr) Gyrath the steel waraxe (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Random Unique] Arcane/Master Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 cold On Hit.r1 +7 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Mind.crit +1% Crit.mult +10.00% ----- def ----- Phys.save +3 (+3 eff.) One-handed war axes. |
enhanced dwarven-steel waraxe (21-29 power, 4 apr) enhanced dwarven-steel waraxe (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Nature Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Str +6 Dex +5 Mag +8 Wil +7 Cun +5 Con One-handed war axes. |
blazebringer's stralite waraxe of erosion (34-47 power, 5 apr) blazebringer's stralite waraxe of erosion (34-47 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 nature On Crit.r2 +55 fire While equipped: dps ---------- All.spd +1% Res.pen +17% fire One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +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. |
iron dagger 'Gledata' (10-12 power, 5 apr) iron dagger 'Gledata' (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Psionic Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +2 Phys.save +3 (+3 eff.) Spell.save +3 (+3 eff.) Max.HP +20.00 Cut- +20% Knockbk- +10% Sharp, short and deadly. |
chilling dwarven-steel dagger of vileness (20-25 power, 7 apr) chilling dwarven-steel dagger of vileness (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 blight +14 cold On Hit: * 5% chance to reduce strength, dexterity, and constitution by 5 Sharp, short and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 212.67 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
flaming dwarven-steel steamsaw of crushing (22-32 power, 0 apr) flaming dwarven-steel steamsaw of crushing (22-32 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Arcane/Master/Steamtech Power 21.5 - 32.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 On Hit.r1 +8 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +10 (+0 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming dwarven-steel steamsaw of the stars (18-28 power, 0 apr) flaming dwarven-steel steamsaw of the stars (18-28 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Ego+] Arcane/Steamtech Power 18.5 - 27.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 On Hit.r1 +10 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +14% light +12% darkness ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +13% light +12% darkness ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
enhanced steel steamgun of true flight enhanced steel steamgun of true flight4.0 T2 steamgun 1H weapon Reqs Shoot [Ego++] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str +5 Dex +5 Mag +3 Wil +6 Cun +5 Con dps ---------- Phys.crit +7.0% Acc +7 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mage-hunter's dwarven-steel steamgun of true flight mage-hunter's dwarven-steel steamgun of true flight4.0 T3 steamgun 1H weapon Reqs Shoot [Ego++] Disrupt/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun +1 Wil dps ---------- Phys.crit +8.0% Mind.pwr +7 (+3 eff.) Acc +7 (+1 eff.) On Hit (Ranged): * 8 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Barigamas (24/24, 59-83 power, 14 apr) Barigamas (24/24, 59-83 power, 14 apr)3.0 T4 arrow ammo [Random Unique] Nature/Master Power 59.0 - 82.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +14.5% Capacity 24 Phasing +30% Ranged+ +29 lightning +35 fire +4 arcane +20 blight On Hit.r1 +4 mind On Crit.r2 +14 lightning +12 fire +12 mind On Crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Frigidbreacher (10 def, 16 armour, 78.5 block) Frigidbreacher (10 def, 16 armour, 78.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +9% cold On shield block: * Deals 15 light and fire damage to each enemy blocked ----- def ----- Armour +16 Defense +10 (+3 eff.) Fatigue +8% Resists +9% light +6% fire ---------- misc Talents +1 Block Handheld deflection devices. |
cured leather armour 'Aerossra' (6 def, 4 armour) cured leather armour 'Aerossra' (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Rare] Master While equipped: Stats +3 Mag dps ---------- Phasing +30% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +20% lightning Spell.save +12 (+9 eff.) ---------- misc Mana/turn +0.24 Mana/s.crit +2.00 Max.mana +40.00 A suit of armour made of leather. |
volcanic hardened leather armour of the deep (9 def, 16 armour) volcanic hardened leather armour of the deep (9 def, 16 armour)9.0 T3 light armor Reqs Str 16 [Ego++] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 6 fire ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +8% Resists +8% acid +7% cold +15% physical +15% fire ---------- misc Breathe water A suit of armour made of leather. |
radiant dwarven-steel mail armour of the deep (3 def, 11 armour) radiant dwarven-steel mail armour of the deep (3 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +5% cold +16% darkness +15% blight ---------- misc Light +1 Breathe water A suit of armour made of mail. |
searing dwarven-steel mail armour of acid resistance (3 def, 8 armour) searing dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 11 acid 16 fire Melee Ret 11 acid 9 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +38% acid +15% fire A suit of armour made of mail. |
cashmere cloak of sorcery (2 def, 0 armour) cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +5% ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour) hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +2 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. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour) hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +16 (+4 eff.) ----- def ----- Armour +2 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. |
hardened leather gloves of sorrow (0 def, 2 armour) hardened leather gloves of sorrow (0 def, 2 armour)1.0 T2 hands armor [Ego+] Psionic While equipped: dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 27 mind 16 darkness On Hit (Melee): * 15% chance to reduce all saves and defense by 15 ----- def ----- Armour +2 Mind.save -12 (-12 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive dwarven-steel gauntlets (0 def, 2 armour) corrosive dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 10 acid Dmg.mod +4% acid ----- def ----- Armour +2 Fatigue +3% Resists +7% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) psychic's dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Melee+ 10 mind Dmg.mod +5% mind Acc +13 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets (0 def, 2 armour) steady dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+7 eff.) Mind.save +7 (+5 eff.) Disarm- +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Shinerigor' (15 def, 3 armour) =wa= iron helm 'Shinerigor' (15 def, 3 armour) =wa=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% light +9% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +3 Defense +15 (+5 eff.) Fatigue +5% Resists +9% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 agate 9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+6 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+7 eff.) Mind.save +8 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
644 alchemist agate 644 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. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
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. |
Gloomsever the dwarven-steel pickaxe (dig speed 28 turns) Gloomsever the dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +25% darkness ----- def ----- Fatigue -6% Phys.save +9 (+9 eff.) Spell.save +6 (+6 eff.) HP.reg +4.00 Cut- +20% Pinning- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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 166 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. |
Achievements
By Rogue the Halfling Rogue level 9
2nd Summertide 122nd year of Ascendancy at 19:51 see stats
By Rogue the Halfling Rogue level 24
78th Haze 122nd year of Ascendancy at 14:11 see stats
By Rogue the Halfling Rogue level 23
71st Haze 122nd year of Ascendancy at 02:07 see stats
By Rogue the Halfling Rogue level 10
4th Flare 122nd year of Ascendancy at 22:38 see stats
By Rogue the Halfling Rogue level 20
42nd Dusk 122nd year of Ascendancy at 15:07 see stats
By Rogue the Halfling Rogue level 21
64th Dusk 122nd year of Ascendancy at 04:49 see stats
By Rogue the Halfling Rogue level 25
79th Haze 122nd year of Ascendancy at 10:13 see stats
By Rogue the Halfling Rogue level 6
78th Pyre 122nd year of Ascendancy at 04:22 see stats
By Rogue the Halfling Rogue level 25
79th Haze 122nd year of Ascendancy at 21:35 see stats
By Rogue the Halfling Rogue level 23
70th Haze 122nd year of Ascendancy at 16:41 see stats
By Rogue the Halfling Rogue level 15
17th Dusk 122nd year of Ascendancy at 05:11 see stats
Log
Rogue's Venomous Throw performs a melee critical strike against Poltergeist Spectral Blade!
Poltergeist Spectral Blade's armor corrodes!
Poltergeist Spectral Blade's is vulnerable to attacks and effects!
You collect a new ingredient: vial of wight ectoplasm (1).
Rogue's Venomous Throw hits Shadow for 290 nature damage.
Rogue's Venomous Throw hits Forest wight for 290 nature damage.
Rogue's Venomous Throw hits Poltergeist Spectral Blade for 242 nature, 254 nature (497 total damage).
Rogue receives 477 healing from Venomous Strike.
Rogue's Venomous Throw killed Forest wight!
Mindrot hits Rogue for 6 mind, 6 darkness (12 total damage).
Poltergeist Spectral Blade uses Slash.
Rogue reacts to an attack from Poltergeist Spectral Blade, mitigating the blow!.
The shattering blow creates a shockwave!
Rogue resists the terror!
Talent Shadow Dance is ready to use.
Talent Springrazor Trap is ready to use.
Melee retaliation hits Poltergeist Spectral Blade for 3 nature damage.
Poltergeist Spectral Blade hits Rogue for (160 reacted , -5 stam), 342 physical, 18 arcane (359 total damage).
Poltergeist Spectral Blade hits Shadow for 218 physical damage.
Rogue uses Shadow Dance.
You begin your Shadow Dance.
Rogue is confused and fails to use Fan of Knives.
Poltergeist Spectral Blade's adrenaline surge has come to an end.
Poltergeist Spectral Blade receives 54 healing from Unnatural Body.
Mindrot hits Rogue for 6 mind, 6 darkness (12 total damage).
Poltergeist Spectral Blade uses Death Dance.
Poltergeist Spectral Blade performs a melee critical strike against Rogue!
Rogue reacts to an attack from Poltergeist Spectral Blade, mitigating the blow!.
Rogue is no longer being stalked by Poltergeist Spectral Blade.