















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Annihilator |
| Level / Exp | 18 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Polara the shadowblade at level 18 on the 5th Decay 122nd year of Ascendancy at 02:30 / 2Killed by Polara the shadowblade at level 18 on the 5th Decay 122nd year of Ascendancy at 02:35 |
Primary Stats
| Strength | 17 (base 16) |
| Dexterity | 70 (base 40) |
| Constitution | 20 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 30 (base 10) |
| Cunning | 44 (base 31) |
Resources
| Life | -100/434 |
| Mana | 324/324 |
| Steam | 100/100 |
| Healing Factor | 1.4570588855782 |
| Regeneration | 13.040677025925 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Stealth | 21 |
| See Invisible | 21 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 64 |
| Crit Chance | 17% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +3% |
| Nature | +22% |
| Cold | +7% |
| All | 0% |
Offense: Damage Penetration
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (38.594633868923%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 26 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 7%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 29%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 67%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 10%( 70%) |
| Physical | + 13%( 70%) |
| Mind | + 10%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 34%( 70%) |
Defense: Immunities
| Stun Resistance | 82% |
| Confusion Resistance | 34% |
| Disarm Resistance | 70% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 170 damage for 5 turns. Its effects scale with your Magic 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 425% 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. |
| 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 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Demolition | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Turrets | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 green worm. * You've found the needed warg claw. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | 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 |
Equipment
| On feet | Sunwisp (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+4 eff.) Damage +3% light When Hit 4 physical defense ------ Armor +3 Fatigue +2% Resistance +9% lightning +3% light Life Regen +1.00 Healmod +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Belessra the pouch of iron shots (18/19, 22-26 power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Master Weapon Damage 22.0 - 26.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 On-ranged-hit +4 mind On Hit: * 20% chance to slow global speed by 46% Shots are used with slings to pummel your foes to death. |
| Light source | Shockfiend the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% lightning +9% nature defense ------ Resistance +6% lightning Physical save +6 (+3 eff.) Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Aerarima the iron helm (0 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +4 Cun +1 Con offense ------ Ignore Armor +1 defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +3% light +3% nature Mind save +6 (+3 eff.) Confus Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Glorymivena the Lightningwhisper (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +5 Wil +7 Con offense ------ On-Hit 6 cold Damage +4% cold Ignore resists +5% fire defense ------ Armor +1 Resistance +6% lightning +6% cold Disarm Resist +70% other ------- Talents +2 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 | Morningvile the dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Dex defense ------ Armor +8 Defense +30 (+9 eff.) other ------- Light +2 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 60. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Salubrekira'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Wil offense ------ Damage +13% nature defense ------ Resistance +26% nature Crit Resistance 5.00% Life Regen +6.00 Stun Resist +52% Rings make your fingers look great! |
| On fingers | steel ring 'Gerin'0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Dex +5 Wil +8 Cun offense ------ Accuracy +7 (+1 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Spell save +9 (+5 eff.) Mind save +17 (+7 eff.) Confus Resist +24% Rings make your fingers look great! |
| Around neck | Sleetstone the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Con +2 Mag offense ------ Spellpower/crit +3 Damage +3% cold On-Hit (Melee): * 10% chance to reduce armor by 18% defense ------ Resistance +9% acid +6% physical +12% cold other ------- Stamina/turn +0.30 Mana/turn +0.20 Max mana +22.00 Amulets make your neck look great! |
| In main hand | strafer's steel steamgun of life draining 4.0 Encumbrance T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +7 draining blight On Hit: * splashes acid on your target dealing 18 damage and reducing their armor Uses 2.0 Steam While equipped: offense ------ Accuracy +5 (+1 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Layuriba the Stokevault1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Resistance +3% temporal +3% fire +5% arcane +6% cold Spell save +9 (+5 eff.) Unlife -60.00 life Life Regen +1.70 Healmod +16% Blind Resist +10% A belt that goes around your waist. |
| In off hand | Runuleg (0 def, 4 armour, 10-13 power, 41.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 10.5 - 12.6 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On-Hit, radius 1 +12 fire While equipped: offense ------ On-Hit 5 lightning 6 fire When Hit 1 lightning 1 fire defense ------ Armor +4 Fatigue +8% Resistance +19% lightning +3% mind +5% arcane Life +80.00 Disease Resist +10% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak of the hunter (1 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +17 (+4 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -5% Resistance +18% lightning +0% cold +0% nature Life +40.00 Stun Resist +30% other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe 'Noonkin' (2 def, 3 armour)2.0 Encumbrance T1 cloth armor [Rare] Master While equipped: Stats +5 Dex +3 Wil defense ------ Armor +3 Defense +2 (+1 eff.) Resistance +7% all Physical save +15 (+8 eff.) other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the psychic (efficiency 114% / cooldown 95%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 95%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 114% / cooldown 97%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 97%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
wild infusion of the titan (res 19%; physical; dur 4; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
shatter afflictions rune of the wizard (absorb 37; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 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 37 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing steel amulet of mastery (0.14 Steamtech / Magnetism)0.1 Encumbrance T2 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +13% nature +10% blight Poison Resist +20% Disease Resist +21% other ------- Masteries +0.14 Steamtech/Magnetism Amulets make your neck look great! |
Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
mule's copper ring of nature (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% nature defense ------ Fatigue -5% Resistance +20% nature other ------- Encumbrance +21 Rings make your fingers look great! |
wizard's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
steel battleaxe of paradox (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 temporal While equipped: defense ------ Resistance +9% temporal Massive two-handed battleaxes. |
balanced steel greatsword (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +9 (+2 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +36% Massive two-handed swords. |
balanced steel greatsword of persecution (26-42 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Disrupt/Master Weapon Damage 26.5 - 42.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Damage Against +9% Unnatural While equipped: Stats +5 Wil offense ------ Accuracy +7 (+1 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +28% Massive two-handed swords. |
thought-forged steel greatsword of massacre (34-54 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 33.5 - 53.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +10 mind On Hit: * 14% chance to reduce all saves and defense by 20 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
ash longbow of fire4.0 Encumbrance T2 longbow 2H weapon [Ego] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +14 fire While equipped: offense ------ Damage +15% fire Longbows are used to shoot arrows at your foes. |
Chihell the iron longsword (10-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Nature Weapon Damage 10.5 - 14.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +6 Con +6 Wil offense ------ Mindpower +15 (+7 eff.) Ignore resists +10% mind defense ------ Resistance +6% mind Mind save +6 (+3 eff.) Life +21.00 other ------- Psi when Hit +0.12 Sharp, long, and deadly. |
steel longsword of crippling (16-22 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego+] Master Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Sharp, long, and deadly. |
Freezeshaper (15-21 power, 12 apr)3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Critical Rate +1.0% Attack Speed 100% Ignore Shields +12% On-hit +8 darkness Damage Against +8% Living On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +6% cold Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 Blunt and deadly. |
creative thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +3% Critical power +8.00% Mindpower +6 (+3 eff.) defense ------ Physical save +5 (+3 eff.) Spell save +4 (+2 eff.) Mind save +2 (+1 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caustic cured leather sling4.0 Encumbrance T2 sling 1H weapon [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-crit, radius 2 +6 acid +9 nature While equipped: offense ------ Ignore resists +5% acid +7% nature Ignore Armor +5 Slings are used to hurl stones or metal shots at your foes. |
earthen ash starstaff (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% physical defense ------ Armor +3 Hardiness +4% Physical save +3 (+2 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew starstaff (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +22.00% Spellpower +14 (+10 eff.) On-Hit 22 fire Damage +20% darkness other ------- See Invisibility +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's ash starstaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +2% Spellpower +12 (+9 eff.) On-Hit 16 arcane Damage +15% darkness other ------- Max mana +34.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Flashpoint4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 130% Range +5 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ On-Ranged-Hit 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
iron steamgun4.0 Encumbrance T1 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun4.0 Encumbrance T2 steamgun 1H weapon [Normal] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
shocking dwarven-steel steamsaw of massacre (26-39 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 [Ego] Nature/Master/Steamtech Weapon Damage 26.0 - 39.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: offense ------ On-Hit 9 lightning When Hit 2 lightning defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +8% other ------- 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! |
windwalling iron steamsaw (11-16 power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon [Ego+] Psionic/Steamtech Weapon Damage 11.0 - 16.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +9 Uses 1.0 Steam When used to Attack: On-hit +13 physical While equipped: Stats +1 Wil defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% Resistance +11% physical Windwall +11 Slow Projectiles +12% other ------- Talents +1 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! |
Aeruda the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Ignore resists +5% temporal defense ------ Armor +6 Resistance +9% blight +5% arcane Crit Resistance 15.00% Unlife -60.00 life Create a temporary shield that absorbs 176 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
Eclipsewilter (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Ignore resists +10% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Defense +1 (+0 eff.) Resistance +3% fire +0% nature +0% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the Shaloren (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil defense ------ Defense +6 (+2 eff.) Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glitterfurnace (3 def, 4 armour)2.0 Encumbrance T3 cloth armor [Rare] Master While equipped: offense ------ Damage +6% lightning Ignore resists +10% light When Hit 4 acid 2 light defense ------ Armor +4 Defense +3 (+1 eff.) Resistance +12% light +11% all Physical save +20 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skypanic the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +5 Str +1 Dex +5 Mag +5 Wil offense ------ Damage +6% lightning +6% physical +7% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% lightning +6% cold +6% fire +7% all other ------- Light +1 Infravision +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+10 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
mindwoven cashmere robe of nature (+21%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +14% nature defense ------ Resistance +21% nature +11% all Mind save +17 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +12% fire defense ------ Resistance +9% all +18% fire Mind save +18 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +9% all Life +43.00 Life Regen +1.60 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of iron boots of tirelessness (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +5 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 37.69 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) defense ------ Armor +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. |
restful rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +11 (+2 eff.) defense ------ Armor +1 Life Regen +1.00 other ------- Stamina/turn +0.70 Max stamina +10.00 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. |
scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str offense ------ Physical Power +11 (+4 eff.) When Hit: * 19 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +13 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather hat of constitution (0) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +0 Cun +2 Con defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
spellwoven linen wizard hat of light (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+3 eff.) Damage +10% light defense ------ Defense +1 (+0 eff.) Resistance +15% light other ------- Mana/turn +0.12 A pointy cloth hat, very wizardly... |
Belodhenne the Duathelquick (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Damage +6% nature Ignore resists +20% darkness +5% fire defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +15% acid A suit of armour made of mail. |
dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Resistance +23% fire A suit of armour made of mail. |
Viperoracle (0 def, 2 armour, 7-8 power, 19 block)7.0 Encumbrance T1 shield armor [Rare] Master When used to Attack: Weapon Damage 7.0 - 8.4 Physical Uses 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +19 While equipped: Stats +1 Cun +3 Wil defense ------ Armor +2 Fatigue +8% Resistance +3% nature +16% fire other ------- Talents +1 Block Handheld deflection devices. |
5 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
203 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glota the Pitchstun (dig speed 32 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +7 Str +2 Mag +4 Cun +3 Con defense ------ Fatigue -5% Resistance +6% darkness While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 31 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun offense ------ Accuracy +3 (+0 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 134] simple healing salve [power 134]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 134 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
acidic pouch of steel shots (14/14, 18-22 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 14 On Critical: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Shots are used with slings to pummel your foes to death. |
dwarven steel grip0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +80% other ------- Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
Earthreign the iron torque of gale force [power 110] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex offense ------ Ignore resists +5% physical defense ------ Armor +2 Resistance +3% darkness +2% physical Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 110 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Eraria the Shalore Annihilator level 18
5th Decay 122nd year of Ascendancy at 02:09 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Eraria the Shalore Annihilator level 14
40th Haze 122nd year of Ascendancy at 01:01 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Eraria the Shalore Annihilator level 10
69th Dusk 122nd year of Ascendancy at 02:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Eraria the Shalore Annihilator level 8
63rd Dusk 122nd year of Ascendancy at 00:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Eraria the Shalore Annihilator level 16
80th Haze 122nd year of Ascendancy at 10:44 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Eraria the Shalore Annihilator level 17
3rd Decay 122nd year of Ascendancy at 14:03 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Eraria the Shalore Annihilator level 18
5th Decay 122nd year of Ascendancy at 02:30 see stats
Log
Polara the shadowblade casts Throw Bomb.
Eraria is on fire!
Polara the shadowblade hits Eraria for 51 fire damage.
Eraria's tinker attains critical power!
Eraria's Shoot hits Polara the shadowblade for (12 exoskeleton), 69 physical, (0 exoskeleton), 7 blight, (0 exoskeleton), 2 mind, (0 exoskeleton), 39 acid (117 total damage).
Eraria receives 4 healing from Polara the shadowblade.
Burning from Polara the shadowblade hits Eraria for 17 fire damage.
Burning from Eraria hits Polara the shadowblade for (0 exoskeleton), 65 fire (65 total damage).
Polara the shadowblade's firestorm hits Eraria for 159 fire damage.
Polara the shadowblade casts Shadowstep.
Polara the shadowblade misses Eraria.
Eraria is dazed!
Eraria is not dazed anymore.
Burning from Polara the shadowblade hits Eraria for 17 fire damage.
Polara the shadowblade stops burning.
Polara the shadowblade's firestorm hits Eraria for 159 fire damage.
Eraria shoots!
Polara the shadowblade casts Channel Staff.
Eraria's Shoot hits Polara the shadowblade for (24 exoskeleton), 52 physical, (0 exoskeleton), 7 blight, (0 exoskeleton), 4 mind, (0 exoskeleton), 26 acid (89 total damage).
Eraria receives 4 healing from Polara the shadowblade.
Eraria's Shoot killed Polara the shadowblade!
Polara the shadowblade's Channel Staff hits Eraria for 31 fire damage.
Polara the shadowblade's Body of Fire hits Eraria for 34 fire damage.
Talent Grenade Launcher is ready to use.
Burning from Polara the shadowblade hits Eraria for 11 fire damage.
Polara the shadowblade's firestorm hits Eraria for 102 fire damage.
Eraria the level 18 shalore annihilator was combusted to death by Polara the shadowblade on level 2 of The Maze.


















































































































