Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Cornac |
Class | Psyshot |
Level / Exp | 42 / 1% |
Size | medium |
Lifes / Deaths | Killed by mecharachnid warrior at level 7 on the 3rd Mirth 122nd year of Ascendancy at 01:42 5 / 2Killed by Achai at level 30 on the 8th Regrowth 123rd year of Ascendancy at 15:12 |
Antimagic | Follower |
Primary Stats
Strength | 43 (base 14) |
Dexterity | 31 (base 16) |
Constitution | 92 (base 60) |
Magic | 15 (base 10) |
Willpower | 130.69412407738 (base 60) |
Cunning | 75.923531019345 (base 38) |
Resources
Life | 1632/1632 |
Steam | 100/100 |
Equilibrium | 48 |
Psi | 216/216 |
Healing Factor | 1.614731800115 |
Regeneration | 65.554305217275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +108% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 9 |
Offense: Mainhand
Damage | 149 |
Accuracy | 71 |
Crit Chance | 25% |
APR | 83 |
Speed | 1.00 |
Offense: Offhand
Damage | 134 |
Accuracy | 71 |
Crit Chance | 25% |
APR | 83 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.3333333333333 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Nature | +15% |
Cold | +53% |
Fire | +22% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Light | +5% |
Nature | +25% |
Fire | +13% |
Arcane | +10% |
Cold | +17% |
All | 0% |
Defense: Base
Armour (hardiness) | 62 (83.292302510663%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 60 |
Spell Save | 48 |
Mental Save | 61 |
Defense: Resistances
Acid | + 58%( 70%) |
Blight | + 59%( 70%) |
Physical | + 63%( 70%) |
Cold | + 70%( 70%) |
All | + 52%( 70%) |
Lightning | + 70%( 70%) |
Light | + 55%( 70%) |
Temporal | + 65%( 70%) |
Mind | + 61%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 99% |
Confusion Resistance | 43% |
Poison Resistance | 50% |
Blind Resistance | 10% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 93% |
Instadeath Resistance | 100% |
Knockback Resistance | 52% |
Inscriptions (3/3)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.4 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 302 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 565 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Mechstar | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 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 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.10 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Mechanical Arms |
talent | Automated Cloak Tessellation |
talent | Psiblades |
talent | Gestalt |
talent | Antimagic Shield |
talent | Embedded Restoration Systems |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
beneficial effect | Steampower increased by 30. Gestalt |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Conversion (+1 level(s)). | done |
You failed to protect the lost defiler from death by war hound. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 fire 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
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. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 3. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | 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 | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour) 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold Phys.save +15 (+3 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | pouch of dwarven-steel shots 'Aerithra' (17/17, 29-35 power, 3 apr) pouch of dwarven-steel shots 'Aerithra' (17/17, 29-35 power, 3 apr) 3.0 T3 shot ammo [Random Unique] Nature/Disrupt/Psionic Power 29.0 - 34.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 17 Proj.spd +200% Melee+ +12 physical Ranged+ +12 physical On Crit.r2 +20 acid On Hit: * 10 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 307 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage While equipped: ---------- misc Talents +2 Corrosive Shell Shots are used with slings to pummel your foes to death. |
Light source | brass lantern 'Boltwaker' brass lantern 'Boltwaker'2.0 T1 lite [Rare] Master While equipped: Stats +2 Dex dps ---------- Melee Ret 4 lightning ----- def ----- Resists +3% temporal +12% cold HP.reg +4.00 Blind- +10% Stun/Frz- +20% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Squalorwind (0 def, 12 armour) Squalorwind (0 def, 12 armour) 2.0 T5 head armor [Random Unique] Disrupt/Master While equipped: Stats +12 Cun +10 Dex dps ---------- Res.pen +5% light +25% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +12 Fatigue +5% Resists +15% blight +3% acid +13% nature +23% darkness Mind.save +18 (+5 eff.) ---------- misc Infravis +9 A hat made of leather. Very stylish. |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour) 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Disarm- +100% ---------- misc Talents +5 Iron Grip Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 3.5 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 228.24 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | Xanynne the dwarven-steel torque of mindblast [power 270] (15 cooldown) Xanynne the dwarven-steel torque of mindblast [power 270] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Wil ----- def ----- Resists +9% acid +12% cold +15% nature Phys.save +9 (+2 eff.) ---------- misc Equi/ret +0.08 Max.psi +20.00 Blast the opponent's mind dealing 310 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Glittervortex the gold ring Glittervortex the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% nature +15% lightning Mind.save +7 (+2 eff.) Confus- +33% ---------- misc Light +2 Rings make your fingers look great! |
On fingers | Gorerin Gorerin0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% light +9% cold +12% mind +6% darkness Die.at -80.00 life HP.reg +5.00 Stun/Frz- +29% Rings make your fingers look great! |
Around neck | Mayyranor =x1= Mayyranor =x1=0.1 T3 amulet jewelry [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +18% temporal Max.HP +80.00 Disarm- +20% Pinning- +27% Knockbk- +27% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
In main hand | Voryra (24-26 power, 83 apr, nature damage) Voryra (24-26 power, 83 apr, nature damage) 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 24.0 - 26.4 Nature Uses 99% Wil, 59% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +83 Crit +5.0% Atk.spd 100% On Hit: * shock your foe dealing 42 damage and draining some of their resources While equipped: Stats +5 Mag +16 Wil +2 Con dps ---------- Mind.crit +5% Spell.pwr +10 (+2 eff.) Mind.pwr +20 (+4 eff.) Melee+ 13 cold Dmg.mod +18% cold Res.pen +10% arcane +17% cold ----- def ----- Armour +20 Resists +18% cold Phys.save +9 (+2 eff.) Spell.save +18 (+6 eff.) Mind.save +7 (+2 eff.) ---------- misc Equi/ret +2.20 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | noble's rough leather belt of valiance noble's rough leather belt of valiance 1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Against +17% Summoned ----- def ----- Fatigue -12% D.Red.from +17% Summoned Mind.save +7 (+2 eff.) Max.HP +45.00 ---------- misc Max.enc +30 A belt that goes around your waist. |
In off hand | living mindstar 'Layinn' (17-19 power, 83 apr, nature damage) living mindstar 'Layinn' (17-19 power, 83 apr, nature damage) 3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.0 - 18.7 Nature Uses 99% Wil, 59% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +83 Crit +5.0% Atk.spd 100% Melee+ +4 temporal On Hit: * shock your foe dealing 41 damage and draining some of their resources While equipped: Stats +8 Cun +16 Wil dps ---------- Mind.crit +6% Mind.pwr +38 (+8 eff.) All.spd +8% Melee+ 13 fire Dmg.mod +12% fire Res.pen +13% fire ----- def ----- Resists +6% temporal +12% fire Spell.save +6 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Zanidig (3 def, 5 armour) Zanidig (3 def, 5 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +11 Wil +4 Con dps ---------- Spell.crit +4% ----- def ----- Armour +5 Defense +3 (+2 eff.) Resists +6% mind +30% lightning Phys.save +13 (+3 eff.) Max.HP +79.00 Cut- +20% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) HP.reg +6.00 Poison- +50% Disease- +50% Cut- +50% 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. |
Inventory
medical injector implant (efficiency 160% / cooldown 65%) medical injector implant (efficiency 160% / cooldown 65%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 65%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Infusion of Wild Growth (rad 5; dur 10;) Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 104.13 physical damage and 239.51 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 23%; reduction 4; dur 4; cd 18) Primal Infusion (affinity 23%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 210; cd 12) healing infusion of the sneak (heal 210; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 210 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 560; 13 cd) regeneration infusion of the psychic (heal 560; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 560 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 604; 13 cd) regeneration infusion of the titan (heal 604; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 604 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Elixir of Serendipity Elixir of Serendipity0.0 potion [Plot Item] Nature Permanently increase your luck by 5. A vial of lively yellow fluid. |
schematic: Acid Groove schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Antimagic Shell 7 schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Armour Reinforcement 8 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Back Support 3 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell 3 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge schematic: Crystal Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field 2 schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive Shell 4 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor schematic: Fatal Attractor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Fiery Salve 6 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder 2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Focus Lens 6 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Frost Salve 5 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
10 schematic: Fungal Web 10 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Hand Cannon 2 schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve 2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip 3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser 5 schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil 3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator 3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Pain Suppressor Salve 4 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove 3 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Razor Edge 6 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Rocket Boots 8 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rustproof Coating 4 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Projector 3 schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell 3 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Shocking Touch 4 schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Silver Filigree 5 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spike Attachment 4 schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Spring Grapple 6 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamgun 7 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
12 schematic: Steamsaw 12 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Thunderclap Coating 11 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Toxic Cannister Launcher 6 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Shell 3 schematic: Toxic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector 2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun 2 schematic: Viral Needlegun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Voltaic Shell 4 schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water Salve 4 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Waterproof Coating 5 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge 2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+3 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Hailmistress the steel amulet Hailmistress the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.pwr +20 (+7 eff.) Res.pen +15% physical Apr +4 Melee Ret 10 cold ----- def ----- Armour +12 Phys.save +9 (+2 eff.) Max.HP +36.00 HP.reg +5.00 ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
Isuthra Isuthra0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Melee+ 13 light 12 darkness Dmg.mod +7% acid +9% light +7% cold +8% fire +7% lightning +13% darkness Res.pen +5% temporal On Hit (Melee): * 10% chance to reduce all saves and defense by 44 On Melee Ret: * 11% chance to reduce damage dealt by 35% * 10% chance to blind ----- def ----- Resists +12% mind Phys.save +21 (+5 eff.) Spell.save +25 (+8 eff.) Mind.save +25 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Ivuba the steel amulet Ivuba the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +8 Cun +2 Wil dps ---------- Dmg.mod +12% arcane +15% temporal ----- def ----- Resists +15% temporal ---------- misc Masteries +0.22 Steamtech/Avoidance +0.22 Psionic/Gestalt Amulets make your neck look great! |
The Black Core The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Vorybeth Vorybeth0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +12 Str dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Fatigue -6% Resists +15% temporal Crit.chn- 15.00% HP.reg +3.00 Silence- +20% Knockbk- +20% ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
copper amulet of mastery (0.12 Steamtech / Physics) copper amulet of mastery (0.12 Steamtech / Physics)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.12 Steamtech/Physics Amulets make your neck look great! |
steel amulet 'Heatwinnow' steel amulet 'Heatwinnow'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% fire Melee Ret 4 fire ----- def ----- Armour +2 Defense +10 (+4 eff.) Resists +16% lightning +3% temporal Spell.save +9 (+3 eff.) Poison- +20% Disarm- +20% Stun/Frz- +28% Amulets make your neck look great! |
warmaker's gold amulet warmaker's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +6 Str +6 Dex +5 Wil Amulets make your neck look great! |
Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Issiharadur Issiharadur0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +8 (+3 eff.) Apr +3 ----- def ----- Defense +10 (+4 eff.) Phys.save +9 (+2 eff.) HP.reg +3.00 Silence- +22% Stun/Frz- +32% ---------- misc Stam/turn +2.00 Mana/turn +0.13 Rings make your fingers look great! |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 50 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
The Black Ring The Black Ring0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 34.61 cold and 22.62 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
solipsist's gold ring of perseverance solipsist's gold ring of perseverance0.1 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +3.00 Stun/Frz- +20% Rings make your fingers look great! |
stralite ring 'Bethobrema' stralite ring 'Bethobrema'0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Phys.pwr +8 (+3 eff.) Spell.pwr +8 (+1 eff.) Mind.pwr +18 (+4 eff.) ----- def ----- Resists +20% acid +24% fire +18% lightning +17% cold Crit.chn- 10.00% HP.reg +5.00 Stun/Frz- +35% ---------- misc Max.hate +4.00 Max.psi +40.00 Rings make your fingers look great! |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+6 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Velylrama the steel dagger (17-22 power, 6 apr) Velylrama the steel dagger (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 17.0 - 22.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 blight +8 arcane While equipped: Stats +6 Con +5 Wil dps ---------- Crit.mult +5.00% Spell.pwr +10 (+2 eff.) Res.pen +6% physical Acc +5 (+1 eff.) Apr +5 ----- def ----- Max.HP +25.00 Sharp, short and deadly. |
Eye of the Lost (17-19 power, 27 apr, mind damage) Eye of the Lost (17-19 power, 27 apr, mind damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+2 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+6 eff.) See all other beings around you for 5 turns. Uses 25 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Oozing Heart (17-19 power, 25 apr, nature slow damage) Oozing Heart (17-19 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+3 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 3.5 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 88.38 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Shimmersorrow the living mindstar (16-17 power, 40 apr, nature damage) Shimmersorrow the living mindstar (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Disrupt Power 15.5 - 17.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 lightning While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +6% temporal +12% blight +6% fire +5% arcane +11% all Max.HP +36.00 HP.reg +1.30 ---------- misc Talents +1 Attune Mindstar Masteries +0.30 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 4.5 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 98 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. |
Goradelach the Duskbreaker (1 def, 0 armour) Goradelach the Duskbreaker (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +2 Cun +3 Con dps ---------- Dmg.mod +12% mind ----- def ----- Defense +1 (+1 eff.) Resists +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+5 eff.) Resists +15% all ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Gunerab the cashmere robe (0 def, 0 armour) Gunerab the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +5 Mag +6 Wil dps ---------- Mind.crit +2% Mind.pwr +7 (+2 eff.) Dmg.mod +6% lightning +11% physical +14% mind +7% cold Res.pen +5% mind +5% physical ----- def ----- Resists +7% lightning +3% light +11% blight +8% cold +9% nature +11% all Spell.save +9 (+3 eff.) Max.HP +75.00 HP.reg +2.70 Heal.mod +16% ---------- misc Psi/turn +0.65 Max.psi +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Toreleg the pair of rough leather boots (0 def, 1 armour) Toreleg the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex ----- def ----- Armour +1 Resists +3% blight +6% fire Stealth +6 Max.HP +20.00 Poison- +20% A pair of boots made of leather. |
Gana the Loamfoe (0 def, 1 armour) Gana the Loamfoe (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 cold Dmg.mod +3% acid +4% cold Melee Ret 2 nature ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Stam/turn +3.00 Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
heroic drakeskin leather gloves of archery (0 def, 9 armour) heroic drakeskin leather gloves of archery (0 def, 9 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Armour +9 Mind.save +12 (+3 eff.) Max.HP +55.00 Unarmed combat: Power 32.0 - 35.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +15 Crit +5.0% Atk.spd 100% On Hit: 10% Battle Shout 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% 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. |
Goredar (0 def, 3 armour) =wasser= Goredar (0 def, 3 armour) =wasser=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex +1 Mag +1 Cun dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 44 ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Light +1 Infravis +1 See.Invis +6 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hettylahek the drakeskin leather hat (7 def, 5 armour) Hettylahek the drakeskin leather hat (7 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Cun dps ---------- Acc +11 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 73% On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +7 (+3 eff.) Fatigue +5% Resists +9% light +15% cold +19% mind +22% fire Mind.save +18 (+5 eff.) Confus- +35% A hat made of leather. Very stylish. |
Nagarand the Blindweeper (0 def, 1 armour) Nagarand the Blindweeper (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +3 Wil +1 Con dps ---------- Dmg.mod +9% light Res.pen +15% light ----- def ----- Armour +1 Fatigue +1% Resists +6% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
Scumusher (3 def, 0 armour) Scumusher (3 def, 0 armour)2.0 T5 head armor [Random Unique] Psionic While equipped: Stats +13 Cun +6 Wil dps ---------- Mind.crit +6% Mind.pwr +10 (+2 eff.) Res.pen +20% physical ----- def ----- Defense +3 (+2 eff.) Resists +3% blight +3% cold +6% nature +3% darkness Mind.save +14 (+4 eff.) ---------- misc Psi/turn +0.36 A pointy cloth hat, very wizardly... |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
832 alchemist agate 832 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Cracklesteel (dig speed 10 turns) Cracklesteel (dig speed 10 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Dex dps ---------- Phys.pwr +8 (+3 eff.) Mov.spd +10% Dmg.mod +8% nature ----- def ----- Resists +9% lightning +5% darkness +9% fire +3% cold +5% arcane +14% nature HP.reg +4.00 Disease- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 emerald 5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
brass lantern 'Frostshine' brass lantern 'Frostshine'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Mag +6 Wil +1 Cun dps ---------- Dmg.mod +6% mind Melee Ret 2 arcane ----- def ----- Resists +6% cold ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 4.5 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 23 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet 3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 11] simple frost salve [power 11]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 95% efficiency and 109% cooldown modifier. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 138] simple healing salve [power 138]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 95% efficiency and 109% cooldown modifier. Heal 138 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Wind Worn Shot (23/25, 39-47 power, 15 apr) Wind Worn Shot (23/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
crude itching powder crude itching powder0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Itching Powder Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel fatal attractor dwarven steel fatal attractor0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grapple dwarven steel grapple0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel saw projector dwarven steel saw projector0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel shocking touch dwarven steel shocking touch0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel toxic cannister launcher dwarven steel toxic cannister launcher0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel viral needlegun dwarven steel viral needlegun0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +3 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell good explosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good flash powder good flash powder0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
good magnetic shell good magnetic shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Magnetic Shell Tinkers can be attached to normal items to improve them with steam power! |
good saw shell good saw shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunder grenade good thunder grenade0.0 T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ---------- misc Talents +2 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
good voltaic shell good voltaic shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Voltaic Shell Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
perfect winterchill edge perfect winterchill edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
voratun hand cannon voratun hand cannon0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Hand Cannon Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree voratun silver filigree0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun voltaic sentry voratun voltaic sentry0.0 T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +5 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power! |
Lisalaith the Brightqueen [power 51] (25 cooldown) =FireDamage 30% = Lisalaith the Brightqueen [power 51] (25 cooldown) =FireDamage 30% =2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +30% fire +9% arcane +18% darkness Res.pen +15% fire Melee Ret 4 arcane ----- def ----- Resists +12% fire Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psionic shield 'Morningresolve' [power 131] (25 cooldown) stralite torque of psionic shield 'Morningresolve' [power 131] (25 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +5 Str +8 Mag +2 Cun dps ---------- Res.pen +10% light ----- def ----- Resists +9% light ---------- misc Light +3 Infravis +3 Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
10 amethyst 10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Achai the Cornac Psyshot level 41
3rd Dusk 123rd year of Ascendancy at 02:58 see stats
By Achai the Cornac Psyshot level 40
5th Flare 123rd year of Ascendancy at 12:15 see stats
By Achai the Cornac Psyshot level 41
1st Dusk 123rd year of Ascendancy at 07:46 see stats
By Achai the Cornac Psyshot level 20
34th Haze 122nd year of Ascendancy at 06:50 see stats
By Achai the Cornac Psyshot level 20
31st Haze 122nd year of Ascendancy at 05:17 see stats
By Achai the Cornac Psyshot level 35
45th Pyre 123rd year of Ascendancy at 06:47 see stats
By Achai the Cornac Psyshot level 22
42nd Haze 122nd year of Ascendancy at 00:09 see stats
By Achai the Cornac Psyshot level 28
7th Decay 122nd year of Ascendancy at 12:26 see stats
By Achai the Cornac Psyshot level 39
9th Mirth 123rd year of Ascendancy at 19:46 see stats
By Achai the Cornac Psyshot level 29
3rd Allure 123rd year of Ascendancy at 02:00 see stats
By Achai the Cornac Psyshot level 10
3rd Flare 122nd year of Ascendancy at 05:25 see stats
By Achai the Cornac Psyshot level 20
18th Haze 122nd year of Ascendancy at 00:58 see stats
By Achai the Cornac Psyshot level 30
8th Regrowth 123rd year of Ascendancy at 07:51 see stats
By Achai the Cornac Psyshot level 40
10th Mirth 123rd year of Ascendancy at 13:15 see stats
By Achai the Cornac Psyshot level 26
68th Haze 122nd year of Ascendancy at 13:13 see stats
By Achai the Cornac Psyshot level 30
8th Regrowth 123rd year of Ascendancy at 08:11 see stats
By Achai the Cornac Psyshot level 7
4th Mirth 122nd year of Ascendancy at 22:25 see stats
By Achai the Cornac Psyshot level 40
5th Flare 123rd year of Ascendancy at 12:15 see stats
By Achai the Cornac Psyshot level 33
10th Pyre 123rd year of Ascendancy at 21:06 see stats
By Achai the Cornac Psyshot level 9
9th Mirth 122nd year of Ascendancy at 12:22 see stats
By Achai the Cornac Psyshot level 28
3rd Decay 122nd year of Ascendancy at 20:38 see stats
By Achai the Cornac Psyshot level 17
45th Dusk 122nd year of Ascendancy at 16:40 see stats
By Achai the Cornac Psyshot level 40
10th Flare 123rd year of Ascendancy at 19:30 see stats
Log
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Mechanical Arms performs a melee critical strike against Training Dummy!
Mechanical Arms hits Training Dummy for 383 nature, 4 temporal, 0 arcane, 22 fire, 20 cold, 41 lightning (470 total damage).
Achai's psionic searing area effect hits Training Dummy for 109 mind damage.
--------------------------------
Achai's psionic searing area effect hits Training Dummy for 109 mind damage.
--------------------------------
Training Dummy seems more focused.
Achai's psionic searing area effect hits Training Dummy for 109 mind damage.
--------------------------------
Resting starts...
Achai deactivates Vaporous Step.
A psionic shield forms around Achai.
The psionic shield around Achai crumbles.
Talent Psionic Fog is ready to use.
Talent Improved Gestalt is ready to use.
Achai regains balance.
Talent Implant: Steam Generator is ready to use.
Rested for 49 turns (stop reason: all resources and life at maximum).
--------------------------------
You don't see how to get there...
--------------------------------
Saving game...
Saving done.
Achai deactivates his cloak's restoration systems.