















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! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. No AutoTalent on Movement 1.5.10Disable auto-use of talents when player is under some effects so that these effects won't be accidentally broken. Currently these effects include: if you want some other effects included please let me know by responding to the forum post. 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
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 Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 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:
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: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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: 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. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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. Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Inventory Filter 1.3.0This addon allows to filter inventory by some text from the description of items. Right click on a tab in the inventory and type a text in the popup dialog. For example, filter "Rings and Amulets" with "lightning" to find any jewelry 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 | Male |
Race | Ogre |
Class | Gunslinger |
Level / Exp | 50 / 572% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 35 (base 9) |
Dexterity | 129 (base 65) |
Constitution | 36 (base 33) |
Magic | 90 (base 66) |
Willpower | 18 (base 14) |
Cunning | 93 (base 65) |
Resources
Life | 1545/1545 |
Mana | 0/314 |
Steam | 100/100 |
Positive | 197/197 |
Healing Factor | 1.6479202340232 |
Regeneration | 104.23095480197 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +39% |
Spell | 0% |
Global | +100% |
Vision
Sight | 13 |
Lite | 11 |
Infravision | 9 |
See Stealth | 35 |
See Invisible | 25 |
Offense: Mainhand
Damage | 136 |
Accuracy | 90 |
Crit Chance | 74% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 40 |
Accuracy | 90 |
Crit Chance | 65% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Arcane | +23% |
Cold | +44% |
All | +8% |
Lightning | +36% |
Light | +28% |
Physical | +107% |
Darkness | +32% |
Fire | +28% |
Nature | +38% |
Offense: Damage Penetration
Darkness | +50% |
Physical | +50% |
Nature | +40% |
Lightning | +44% |
Arcane | +50% |
Cold | +56% |
All | +25% |
Defense: Base
Armour (hardiness) | 39 (57.155997060385%) |
Defense | 97 |
Ranged Defense | 97 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 44 |
Mental Save | 36 |
Defense: Resistances
Acid | + 45%( 70%) |
Blight | + 66%( 70%) |
Arcane | + 41%( 70%) |
Cold | + 54%( 70%) |
All | + 30%( 70%) |
Darkness | + 39%( 70%) |
Light | + 43%( 70%) |
Temporal | + 45%( 70%) |
Physical | + 64%( 70%) |
Lightning | + 64%( 70%) |
Fire | + 62%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 58% |
Poison Resistance | 91% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Silence Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (6/6)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 9 times. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 773% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 7 times. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Premonition |
talent | Embedded Restoration Systems |
talent | Automated Cloak Tessellation |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 882. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | ![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +27% nature +9% physical Ignore resists +15% nature Accuracy +25 (+5 eff.) Ignore Armor +4 defense ------ Armor +4 Fatigue +3% Physical save +15 (+5 eff.) Unlife -80.00 life Silence Resist +38% Confus Resist +38% Pinning Resist +25% Stun Resist +37% Knockbk Resist +25% Teleport Resist +100% other ------- Max stamina +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master Weapon Damage 69.5 - 83.4 Physical Uses 50% Cun, 50% Mag, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +25 Ignore Armor +6 Critical Rate +19.0% Capacity 22 On-ranged-hit +12 arcane On-Hit, radius 1 +20 blight On-crit, radius 2 +12 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 25 * Create an explosion dealing 112 fire damage (1/turn) On Critical: * Wound the target dealing 290 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +6% lightning +20% light defense ------ Armor +2 Resistance +17% blight Life Regen +13.00 Stun Resist +20% other ------- Light +9 See Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Nature While equipped: Stats +11 Lck offense ------ Physical Crit +7.0% Spell Crit +4% Mind Crit +7% Damage +15% arcane defense ------ Armor +5 Fatigue +5% Resistance +8% blight +15% temporal +13% darkness +11% lightning Spell save +13 (+4 eff.) Mind save +12 (+5 eff.) Life +100.00 Life Regen +4.00 other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 18 light damage to everyone else who enters. The circle lasts 4 turns. A hat made of leather. Very stylish. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +13 Disarm Resist +150% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Critical power +20.00% Physical Power +15 (+4 eff.) defense ------ Armor +4 Resistance +5% arcane +3% physical Unlife -80.00 life Sting an enemy dealing 259 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Defense +9 (+2 eff.) Resistance +3% acid +6% temporal +3% light +13% blight +6% fire +9% nature Life +88.00 Life Regen +11.00 Healmod +15% Poison Resist +21% Disease Resist +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +9 Cun +11 Dex offense ------ Accuracy +12 (+2 eff.) defense ------ Life +85.00 Life Regen +15.00 Healmod +15% Stun Resist +60% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Damage +21% physical Ignore resists +25% arcane +25% physical Accuracy +30 (+6 eff.) defense ------ Fatigue -7% Resistance +5% arcane Life Regen +3.00 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T4 steamgun 1H weapon [Rare] Nature/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-crit, radius 2 +37 lightning +37 cold Uses 2.0 Steam While equipped: offense ------ Move Speed +39% Damage +24% darkness Ignore resists +19% lightning +21% cold +25% darkness defense ------ Defense +16 (+3 eff.) Resistance +6% fire +5% arcane +6% nature Confus Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str +6 Dex offense ------ Physical Crit +3.0% Physical Power +25 (+6 eff.) defense ------ Armor +11 Defense +17 (+3 eff.) Physical save +14 (+4 eff.) Slow Projectiles +25% Unlife -80.00 life A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature While equipped: offense ------ Damage +6% physical Accuracy +22 (+4 eff.) When Hit 8 cold defense ------ Defense +18 (+4 eff.) Fatigue -7% Resistance +30% lightning +16% light +14% blight +16% fire +13% nature Stealth +11 Unlife -60.00 life Life +49.00 Life Regen +7.00 Healmod +15% Stun Resist +50% other ------- Max stamina +27.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +7 Str +7 Mag +6 Wil offense ------ Damage +22% lightning +63% physical +20% fire +36% cold +3% nature +25% acid Ignore resists +10% cold When Hit 6 nature defense ------ Resistance +8% lightning +46% physical +18% acid +18% fire +34% cold +9% nature +15% all Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% other ------- Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 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 202% efficiency and cooldown mod of 56%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 212% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 202% efficiency and cooldown mod of 55%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 32 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.0 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 818 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 239.76 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 59 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +2 (+1 eff.) Slow Projectiles +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +2 Str offense ------ Physical Crit +7.0% Mindpower +10 (+5 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 19% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +2 Cun +4 Mag offense ------ Mind Crit +1% On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Mind save +3 (+1 eff.) other ------- Psi when Hit +0.16 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Physical Crit +6.0% Critical power +20.00% Damage +6% physical Ignore resists +10% cold +10% physical When Hit 4 cold defense ------ Armor +12 Defense +10 (+2 eff.) other ------- Masteries +0.27 Steamtech/Elusiveness +0.27 Celestial/Chants Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +2 Con defense ------ Armor +5 Defense +6 (+1 eff.) Resistance +15% nature +15% acid Max Resistance +4% all Physical save +12 (+4 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (150). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +15 Str +4 Wil +7 Con offense ------ Damage +30% acid On-Hit (Melee): * 20% chance to slow global speed by 49% defense ------ Crit Resistance 15.00% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +4 Con defense ------ Physical save +12 (+4 eff.) Life +48.00 Life Regen +5.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Mag offense ------ Spell Crit +5% Mind Crit +5% Critical power +16.00% Spellpower +6 (+2 eff.) Damage +7% acid +6% fire +8% cold +7% lightning Accuracy +10 (+2 eff.) Ignore Armor +16 defense ------ Defense +30 (+6 eff.) Fatigue -8% Spell save +15 (+5 eff.) Life Regen +5.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +6 Con +20 Lck offense ------ Spell Crit +4% Mind Crit +4% Accuracy +17 (+3 eff.) When Hit 8 mind defense ------ Defense +14 (+3 eff.) Physical save +15 (+5 eff.) Spell save +6 (+2 eff.) Resist unseen 18% Life +58.00 Life Regen +11.00 other ------- Masteries +0.29 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +16.00% Accuracy +9 (+2 eff.) Ignore Armor +17 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Armor +4 Physical save +6 (+2 eff.) Life +20.00 Healmod +5% Disarm Resist +22% Pinning Resist +21% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag +3 Wil +4 Con offense ------ Damage +13% mind defense ------ Resistance +6% lightning +18% cold +13% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +4 Wil +6 Cun +5 Con offense ------ Physical Power +6 (+2 eff.) Mindpower +6 (+3 eff.) Damage +3% blight Ignore resists +10% darkness +10% blight When Hit 4 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con offense ------ Damage +11% mind defense ------ Resistance +11% mind Physical save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 17 light On-Ranged-Hit 18 light Damage +15% light defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +4 Mag offense ------ Spellpower +7 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +10 Str +10 Con offense ------ Physical Power +9 (+2 eff.) defense ------ Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +11% nature +11% blight Poison Resist +25% Disease Resist +16% Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +8 Con offense ------ Physical Power +12 (+3 eff.) defense ------ Life +97.00 Life Regen +10.00 Healmod +17% Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +18 (+4 eff.) Spellpower +18 (+6 eff.) Mindpower +15 (+7 eff.) Damage +7% all defense ------ Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +9% nature +13% blight Poison Resist +28% Disease Resist +27% Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +7 Mag offense ------ Spell Crit +8% Physical Power +20 (+5 eff.) Spellpower +20 (+6 eff.) Mindpower +20 (+9 eff.) Damage +24% blight +6% all Ignore resists +25% arcane defense ------ Mind save +18 (+7 eff.) other ------- Vim-on-crit +2.04 Max hate +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego] Arcane While equipped: defense ------ Silence Resist +29% other ------- Mana/turn +0.39 Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +14 Mag +8 Wil +18 Cun offense ------ Spell Crit +5% Spellpower +15 (+5 eff.) Spellpower/crit +10 Damage +30% light other ------- Talents +1 Command Staff On Spell Hit: 10% Rethread level 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Master Weapon Damage 59.5 - 89.2 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +6 Con offense ------ Physical Power +14 (+3 eff.) Ignore resists +21% physical defense ------ Disarm Resist +28% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Psionic Weapon Damage 66.5 - 99.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +13 mind On Hit: * 21% chance to reduce all saves and defense by 23 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +7 Cun +9 Wil Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Disrupt/Psionic Weapon Damage 63.0 - 100.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Deals 59 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master/Psionic Weapon Damage 64.5 - 103.2 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Con offense ------ Physical Power +16 (+4 eff.) Ignore resists +16% physical defense ------ Disarm Resist +42% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Nature Weapon Damage 13.5 - 18.9 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +16 lightning While equipped: Stats +5 Str +5 Dex +7 Mag +4 Wil +6 Cun +6 Con offense ------ Damage +15% cold When Hit 4 mind defense ------ Resistance +6% lightning +18% cold +3% mind Sharp, long, and deadly. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego+] Arcane/Nature Weapon Damage 35.0 - 49.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +12 blight +13 nature On Hit: 20% Epidemic level 4 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 25 While equipped: defense ------ Disease Resist +26% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Nature/Disrupt Weapon Damage 45.0 - 63.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% Damage Against +14% Unnatural On-crit, radius 2 +41 acid +39 nature While equipped: Stats +4 Wil offense ------ Ignore resists +21% acid +18% nature Ignore Armor +11 Blunt and deadly. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Nature Weapon Damage 29.0 - 40.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +4 Str +9 Dex +8 Mag +7 Wil +7 Cun +8 Con One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane Weapon Damage 42.0 - 58.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +31 Critical Rate +7.0% Attack Speed 100% Ignore Shields +16% On-hit +20 blight On Hit: 20% Epidemic level 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 25 While equipped: defense ------ Disease Resist +29% One-handed war axes. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master Weapon Damage 29.0 - 37.7 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Con offense ------ Physical Crit +9.0% Physical Power +10 (+3 eff.) Ignore resists +10% physical defense ------ Disarm Resist +30% Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Nature Weapon Damage 36.5 - 47.5 Physical Uses 50% Str, 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +34 Critical Rate +10.0% Attack Speed 100% Ignore Shields +16% On-hit +12 darkness On-Hit, radius 1 +20 mind +17 fire While equipped: Stats +8 Str +14 Dex +6 Mag +3 Wil +10 Cun +13 Con offense ------ Damage +15% darkness other ------- Light +1 Infravision +1 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * Create an explosion dealing 86 cold damage (1/turn) While equipped: Stats +3 Str offense ------ Damage +14% physical +19% cold Ignore resists +16% cold Accuracy +16 (+3 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +41 lightning +14 cold While equipped: offense ------ Physical Crit +9.0% Critical power +24.00% Move Speed +32% Ignore resists +15% lightning +20% cold Ignore Armor +5 Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Nature/Steamtech Weapon Damage 41.0 - 61.5 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +105 Uses 1.0 Steam While equipped: Stats +8 Str +11 Dex +5 Mag +8 Wil +9 Cun +7 Con defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Arcane/Master/Steamtech Weapon Damage 40.5 - 60.8 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +92 On-Hit, radius 1 +14 fire Uses 1.0 Steam While equipped: offense ------ Physical Crit +11.0% Critical power +27.00% Ignore Armor +11 defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Unique] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+10 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+6 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 130 to 260 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +8 arcane On-Hit, radius 1 +4 temporal On-crit, radius 2 +8 arcane While equipped: Stats +7 Str +7 Mag +5 Cun offense ------ Physical Power +15 (+4 eff.) Damage +18% temporal +6% fire +13% physical Ignore resists +9% temporal +27% fire +23% physical other ------- Reload +5 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +4 Str offense ------ Physical Crit +9.0% Physical Power +9 (+2 eff.) Accuracy +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Rare] Nature/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +5 Con offense ------ Damage +15% darkness defense ------ Armor +14 Defense +30 (+6 eff.) Resistance +9% lightning +9% fire Healmod +20% Stun Resist +20% other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 126 life over 5 turns Puts all charms on 20 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +5 Dex offense ------ Accuracy +12 (+2 eff.) defense ------ Armor +8 Fatigue +8% Resistance +22% cold other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +8 Str +3 Dex offense ------ Physical Crit +12.0% Physical Power +10 (+3 eff.) Accuracy +13 (+2 eff.) defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Fatigue +8% Resistance +14% temporal other ------- Wards +4 lightning +5 temporal +5 darkness +7 fire +5 nature +6 blight +6 cold +7 arcane +6 light Talents +1 Ward +1 Block Temporal Shield: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (340) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+5 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Cun offense ------ Spell Crit +8% Spellpower +8 (+2 eff.) Damage +17% light +18% darkness defense ------ Resistance +16% blight +13% all Life +81.00 Life Regen +3.70 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +9 Mag offense ------ Damage +14% temporal +15% physical Ignore resists +8% temporal +9% physical defense ------ Resistance +15% all Anomaly Control +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Con offense ------ Mind Crit +4% Mindpower +5 (+3 eff.) Damage +3% blight +19% nature +23% mind Ignore Armor +4 defense ------ Resistance +6% blight +29% mind +15% all Physical save +3 (+1 eff.) Mind save +30 (+11 eff.) Unlife -20.00 life Poison Resist +50% Disease Resist +27% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +23% temporal Mind save +18 (+7 eff.) A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +2 Wil +4 Cun offense ------ Physical Crit +7.0% Mind Crit +7% Mindpower +20 (+9 eff.) defense ------ Resistance +5% lightning +5% temporal Life Regen +1.50 Healmod +16% other ------- Hate-on-crit +3.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +9 Con offense ------ Physical Crit +2.0% Critical power +15.00% defense ------ Armor +4 Defense +27 (+5 eff.) Physical save +20 (+6 eff.) Life +52.00 other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 3.0 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 37 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Spell Crit +5% Critical power +24.00% Spellpower +9 (+3 eff.) Damage +6% blight +13% arcane Ignore resists +15% arcane Accuracy +7 (+1 eff.) Ignore Armor +10 When Hit 2 temporal On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Defense +16 (+3 eff.) Resistance +15% temporal Physical save +18 (+6 eff.) Spell save +21 (+7 eff.) Mind save +20 (+8 eff.) other ------- Max mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: offense ------ Damage +19% darkness +6% nature Ignore resists +14% darkness +25% temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +3 (+1 eff.) Resistance +15% blight +12% darkness +16% nature Stealth +19 Life +44.00 Life Regen +8.00 Healmod +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Spell Crit +4% Critical power +22.00% Spellpower +8 (+2 eff.) Damage +8% arcane Ignore resists +9% arcane defense ------ Defense +3 (+1 eff.) Spell save +7 (+2 eff.) other ------- Max mana +122.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: offense ------ Damage +9% mind When Hit 2 mind 6 lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +24 Resistance +29% lightning +15% temporal +15% cold +14% fire +12% mind +15% acid other ------- Infravision +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Nature While equipped: Stats +10 Con offense ------ Physical Crit +4.0% Ignore resists +20% physical When Hit 6 light On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Armor +5 Defense +15 (+3 eff.) Resistance +15% lightning +15% temporal other ------- Light +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: offense ------ Physical Crit +9.0% Physical Power +6 (+2 eff.) Damage +15% nature Ignore Armor +12 defense ------ Armor +11 Defense +18 (+4 eff.) Resistance +2% physical +5% arcane +3% nature other ------- Stamina/turn +1.30 Max stamina +40.00 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 45 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Normal] While equipped: defense ------ Armor +5 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Damage +24% physical Ignore resists +11% physical Accuracy +15 (+3 eff.) defense ------ Armor +4 Fatigue +3% Resistance +9% lightning Mind save +15 (+6 eff.) Life +60.00 other ------- Max stamina +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +8 Str +8 Con offense ------ Spell Crit +1% Damage +8% physical Ignore resists +10% fire When Hit 6 arcane defense ------ Armor +19 Fatigue +4% other ------- Mana/turn +0.04 Vim-on-crit +2.00 Infravision +3 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Master While equipped: offense ------ Physical Crit +19.0% Spell Crit +19% Mind Crit +20% Critical power +12.00% Damage +9% darkness When Hit 6 light On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Armor +3 Resistance +9% acid +18% light +15% darkness other ------- Light +3 Unarmed combat: Weapon Damage 35.5 - 39.1 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +19.0% Attack Speed 100% On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Dex +6 Cun +14 Con offense ------ Damage +24% fire +9% cold Accuracy +10 (+2 eff.) Ignore Armor +13 When Hit 6 fire defense ------ Armor +18 Hardiness +12% Resistance +11% physical Life Regen +6.00 other ------- Stamina/turn +1.60 Max stamina +40.00 Unarmed combat: Weapon Damage 27.5 - 30.3 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +10 Ignore Armor +14 Critical Rate +5.0% Attack Speed 100% On Hit: 15% Perfect Strike level 5 On Hit: 10% Nightmare level 5 On Hit: 5% Stone Touch level 5 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 9 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +5 Str +6 Mag +7 Con offense ------ Damage +9% light +12% mind +8% arcane Ignore resists +25% mind defense ------ Armor +3 other ------- See Invisibility +12 Unarmed combat: Weapon Damage 27.0 - 29.7 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +17 arcane On-crit, radius 2 +13 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: defense ------ Armor +7 Fatigue +5% Mind save +14 (+6 eff.) Life +61.00 Unarmed combat: Weapon Damage 35.0 - 49.0 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Battle Shout level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Arcane While equipped: Stats +5 Mag +6 Wil offense ------ Spellpower +5 (+1 eff.) Damage +9% acid +8% lightning +7% cold +13% arcane +10% fire defense ------ Defense +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: defense ------ Armor +11 Defense +6 (+1 eff.) Fatigue +5% Resistance +4% all Physical save +10 (+3 eff.) A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Master While equipped: Stats +6 Str +8 Dex +6 Wil defense ------ Armor +5 Fatigue +5% Resistance +11% blight Mind save +13 (+5 eff.) Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 295.8 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Cun +7 Con defense ------ Armor +3 Fatigue +3% Resistance +6% nature +6% light other ------- Infravision +3 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+5 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str offense ------ Physical Crit +2.0% Critical power +5.00% Accuracy +10 (+2 eff.) defense ------ Armor +4 Defense +25 (+5 eff.) Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +7 See Invisibility +8 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. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Dex +7 Wil +9 Con offense ------ Damage +7% mind +9% blight defense ------ Resistance +18% blight Life Regen +10.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego++] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +5 (+1 eff.) defense ------ Resistance +7% blight +7% temporal +10% darkness +7% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +12% Out-of-Phase Resilience +11% other ------- Light +4 Infravision +4 See Invisibility +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 22 blight damage or heals 30 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +9 (+2 eff.) other ------- Light +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 12] simple frost salve [power 12]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 (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 147] simple healing salve [power 147]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 147 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str offense ------ Damage +15% blight +6% cold Ignore resists +5% blight +15% cold defense ------ Armor +3 Defense +6 (+1 eff.) Resistance +7% physical Life +27.00 other ------- Max stamina +20.00 Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+2 eff.) Ignore Armor +12 defense ------ Defense +12 (+3 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+4 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 1.8 Power cost 18 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 614.40 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +5 Str +8 Dex +2 Cun offense ------ Damage +6% lightning +12% light defense ------ Resistance +15% light Crit Resistance 15.00% Setup a psionic shield, reducing all damage taken by 125 for 5 turns Puts all charms on 25 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: Stats +6 Dex +3 Con offense ------ Ignore resists +10% physical defense ------ Defense +5 (+1 eff.) Resistance +2% physical Setup a psionic shield, reducing all damage taken by 111 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 350 Puts all charms on 15 turn cooldown 100% to heal for 61. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +4 Wil offense ------ Critical power +21.07% Spellpower +20 (+6 eff.) Damage +6% blight Ignore resists +20% blight +10% fire Ignore Shields +32% defense ------ Resistance +21% blight Reveal the area around you, dispelling darkness (radius 14, power 85 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Canio the Ogre Gunslinger level 39
60th Regrowth 123rd year of Ascendancy at 23:11 see stats
By Canio the Ogre Gunslinger level 39
60th Regrowth 123rd year of Ascendancy at 11:00 see stats
By Canio the Ogre Gunslinger level 43
48th Pyre 123rd year of Ascendancy at 09:25 see stats
By Canio the Ogre Gunslinger level 42
46th Pyre 123rd year of Ascendancy at 10:44 see stats
By Canio the Ogre Gunslinger level 18
60th Haze 122nd year of Ascendancy at 14:48 see stats
By Canio the Ogre Gunslinger level 20
66th Haze 122nd year of Ascendancy at 08:50 see stats
By Canio the Ogre Gunslinger level 41
45th Pyre 123rd year of Ascendancy at 02:14 see stats
By Canio the Ogre Gunslinger level 34
43rd Regrowth 123rd year of Ascendancy at 06:26 see stats
By Canio the Ogre Gunslinger level 21
72nd Haze 122nd year of Ascendancy at 00:02 see stats
By Canio the Ogre Gunslinger level 30
4th Regrowth 123rd year of Ascendancy at 19:29 see stats
By Canio the Ogre Gunslinger level 26
9th Decay 122nd year of Ascendancy at 11:11 see stats
By Canio the Ogre Gunslinger level 39
68th Regrowth 123rd year of Ascendancy at 04:50 see stats
By Canio the Ogre Gunslinger level 33
30th Regrowth 123rd year of Ascendancy at 01:35 see stats
By Canio the Ogre Gunslinger level 45
48th Pyre 123rd year of Ascendancy at 14:01 see stats
By Canio the Ogre Gunslinger level 50
70th Pyre 123rd year of Ascendancy at 03:17 see stats
By Canio the Ogre Gunslinger level 10
36th Haze 122nd year of Ascendancy at 01:32 see stats
By Canio the Ogre Gunslinger level 20
64th Haze 122nd year of Ascendancy at 07:57 see stats
By Canio the Ogre Gunslinger level 30
3rd Allure 123rd year of Ascendancy at 13:58 see stats
By Canio the Ogre Gunslinger level 40
68th Regrowth 123rd year of Ascendancy at 13:52 see stats
By Canio the Ogre Gunslinger level 50
59th Pyre 123rd year of Ascendancy at 17:08 see stats
By Canio the Ogre Gunslinger level 50
62nd Pyre 123rd year of Ascendancy at 23:32 see stats
By Canio the Ogre Gunslinger level 40
24th Pyre 123rd year of Ascendancy at 21:16 see stats
By Canio the Ogre Gunslinger level 50
71st Pyre 123rd year of Ascendancy at 12:04 see stats
By Canio the Ogre Gunslinger level 32
19th Regrowth 123rd year of Ascendancy at 17:02 see stats
By Canio the Ogre Gunslinger level 49
59th Pyre 123rd year of Ascendancy at 13:01 see stats
By Canio the Ogre Gunslinger level 34
42nd Regrowth 123rd year of Ascendancy at 04:49 see stats
By Canio the Ogre Gunslinger level 42
45th Pyre 123rd year of Ascendancy at 05:30 see stats
By Canio the Ogre Gunslinger level 8
32nd Haze 122nd year of Ascendancy at 18:02 see stats
By Canio the Ogre Gunslinger level 50
63rd Pyre 123rd year of Ascendancy at 08:19 see stats
By Canio the Ogre Gunslinger level 22
77th Haze 122nd year of Ascendancy at 19:39 see stats
By Canio the Ogre Gunslinger level 50
62nd Pyre 123rd year of Ascendancy at 23:32 see stats
By Canio the Ogre Gunslinger level 6
23rd Haze 122nd year of Ascendancy at 13:14 see stats
By Canio the Ogre Gunslinger level 45
51st Pyre 123rd year of Ascendancy at 10:24 see stats
By Canio the Ogre Gunslinger level 26
8th Decay 122nd year of Ascendancy at 22:20 see stats
By Canio the Ogre Gunslinger level 16
57th Haze 122nd year of Ascendancy at 07:53 see stats
By Canio the Ogre Gunslinger level 38
60th Regrowth 123rd year of Ascendancy at 08:31 see stats
Log
You pickup 0.65 gold pieces.
You pickup 0.80 gold pieces.
You pickup 0.65 gold pieces.
You pickup 0.95 gold pieces.
You pickup 2.40 gold pieces.
You pickup 0.75 gold pieces.
You pickup 0.60 gold pieces.
You pickup 0.50 gold pieces.
You pickup 0.70 gold pieces.
Canio picks up (U.): caustic voratun mace of persecution (45-63 power, 6 apr).
You pickup 0.90 gold pieces.
Canio picks up ( .): defender's drakeskin leather hat (6 def, 11 armour).
Ran for 18 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.80 gold pieces.
You pickup 0.70 gold pieces.
You pickup 0.60 gold pieces.
You pickup 0.55 gold pieces.
Canio picks up ( .): heroic voratun gauntlets (0 def, 7 armour).
Canio picks up (R.): thought-forged voratun greatmaul of projection (66-100 power, 4 apr).
Canio picks up (T.): warbringer's voratun greatsword of torment (64-103 power, 4 apr).
Canio picks up (9.): swashbuckler's voratun shield of crushing (0 def, 10 armour, 207 block).
Canio picks up (3.): enhanced voratun steamsaw (41-62 power, 0 apr).
Canio picks up (j.): schematic: Deflection Field.
There is a way up (Rak'shor Pride) here (press '' or right click to use).
Ran for 53 turns (stop reason: at exit).
Canio deactivates his cloak's restoration systems.