Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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: 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.
Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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: 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:
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:
Items Vault 1.7.6Donators/Buyers bonus! Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ghoul |
Class | Annihilator |
Level / Exp | 38 / 54% |
Size | medium |
Lifes / Deaths | Killed by Emelemith the barrow wight at level 38 on the 46th Dusk 123rd year of Ascendancy at 15:31 / 1 |
Primary Stats
Strength | 41 (base 11) |
Dexterity | 81 (base 60) |
Constitution | 56 (base 35) |
Magic | 19 (base 10) |
Willpower | 9 (base 10) |
Cunning | 119 (base 60) |
Resources
Life | -397/1245 |
Psi | 89/89 |
Steam | 115/115 |
Healing Factor | 1.3100460901466 |
Regeneration | 74.68650706697 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +61.64892493468% |
Spell | 0% |
Global | +105% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 109.67238381637 |
See Invisible | 112.67238381637 |
Offense: Mainhand
Damage | 88 |
Accuracy | 71 |
Crit Chance | 63% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 62 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 68 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +26% |
Acid | +44% |
Light | +20% |
Nature | +23% |
Blight | +23% |
Physical | +20% |
Fire | +23% |
All | +8% |
Offense: Damage Penetration
Acid | +27% |
Lightning | +15% |
Cold | +20% |
Physical | +27% |
Mind | +32% |
All | +7% |
Defense: Base
Armour (hardiness) | 103.69184649589 (95.68588259883%) |
Defense | 58 |
Ranged Defense | 58 |
Fatigue | 26 |
Physical Save | 56 |
Spell Save | 23 |
Mental Save | 51 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 48%( 70%) |
All | + 18%( 70%) |
Darkness | + 46%( 70%) |
Light | + 28%( 70%) |
Physical | + 24%( 70%) |
Mind | + 23%( 70%) |
Lightning | + 50%( 70%) |
Defense: Immunities
Pinning Resistance | 31% |
Confusion Resistance | 40% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 8% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 142% efficiency and cooldown mod of 66%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Exoskeleton |
talent | Skate |
talent | Rocket Pod |
talent | Incendiary Grenade |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | The target is on fire, taking 86.08 fire damage per turn. Burning |
detrimental effect | The target is blinded, unable to see anything and takes 43.90 darkness damage per turn. Bane of Blindness |
beneficial effect | The target has 57 increased life regeneration. Recovery |
beneficial effect | The target's global speed is increased by 25%. Ghoulish Leap |
detrimental effect | Soul absorbed upon death. Soul Leech |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 27% and triggers a radius 5 conal explosion dealing 45% steamgun damage. 3 stacks remaining. Reactive Armor |
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 |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Poriraba the skeleton warrior. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)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 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)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 Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+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 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. | 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 5. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Xilravea (0 def, 4 armour) Xilravea (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +30 (+6 eff.) Spell.pwr +9 (+2 eff.) Res.pen +25% mind ----- def ----- Armour +4 Fatigue +3% Phys.save +9 (+3 eff.) Die.at -80.00 life ---------- misc Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Galeclash (20/20, 146% power, 3 apr) Galeclash (20/20, 146% power, 3 apr) 3.0 T3 shot ammo [Random Unique] Nature/Master Power 146% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +13.0% Capacity 20 Proj.spd +200% Ranged+ +10 nature On Hit.r1 +12 nature On Crit.r2 +4 nature +20 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 211 physical damage On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Jetimmortal Jetimmortal2.0 T1 lite [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +12% physical Res.pen +7% all Apr +6 On Hit (Melee): * 10% chance to reduce damage dealt by 31% ----- def ----- Resists +4% physical ---------- misc Light +4 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | hardened leather cap 'Xaniriawen' (12 def, 4 armour) hardened leather cap 'Xaniriawen' (12 def, 4 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +12 Cun +6 Wil dps ---------- Res.pen +20% physical Acc +25 (+6 eff.) ----- def ----- Armour +4 Defense +12 (+4 eff.) Fatigue +3% Resists +10% blight +1% physical +6% darkness Mind.save +28 (+9 eff.) Die.at -60.00 life Max.HP +80.00 Cut- +20% A cap made of leather. |
On hands | Steam Powered Gauntlets (0 def, 14 armour) Steam Powered Gauntlets (0 def, 14 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +14 Disarm- +110% ---------- misc Talents +1 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Tool | Bleakwend the yew totem of stinging [power 278] (15 cooldown) Bleakwend the yew totem of stinging [power 278] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +21% acid +6% darkness ----- def ----- Armour +14 Defense +10 (+3 eff.) Resists +6% acid +9% cold +5% arcane Crit.chn- 10.00% Sting an enemy dealing 342 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 27% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Flashgash the gold ring Flashgash the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Con ----- def ----- Defense +20 (+6 eff.) Resists +5% arcane +9% lightning Phys.save +8 (+3 eff.) Spell.save +3 (+2 eff.) Die.at -60.00 life Confus- +20% Rings make your fingers look great! |
On fingers | Voreyatta the Glarescar Voreyatta the Glarescar0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +15 Cun +5 Mag dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +10 (+3 eff.) ----- def ----- Defense +20 (+6 eff.) Crit.chn- 10.00% Max.HP +41.00 Disarm- +31% Pinning- +31% Knockbk- +40% ---------- misc Light +3 Rings make your fingers look great! |
Around neck | Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+8 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. |
In main hand | stormbringer's stralite steamgun of true flight stormbringer's stralite steamgun of true flight 4.0 T4 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit.r1 +60 20% chance of physical repulsion On Crit.r2 +5 lightning +10 cold Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Mov.spd +29% Res.pen +8% lightning +13% cold Acc +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Ce'Negalle Ce'Negalle |
In off hand | Sepsisstrider (0 def, 13 armour, 142% power, 130 block) Sepsisstrider (0 def, 13 armour, 142% power, 130 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 143% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +130 Melee+ +14 light +12 darkness On Hit: * 20% chance to slow global speed by 67% While equipped: Stats +8 Str +4 Dex +4 Mag +7 Cun +5 Con dps ---------- Crit.mult +5.00% Dmg.mod +12% light +12% darkness Acc +7 (+2 eff.) ----- def ----- Armour +13 Fatigue +8% Resists +12% light +13% darkness Phys.save +8 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | thick cashmere cloak of implacability (3 def, 8 armour) thick cashmere cloak of implacability (3 def, 8 armour) 2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Resists +30% lightning +15% cold Phys.save +7 (+2 eff.) Mind.save +8 (+3 eff.) Die.at -50.00 life 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 | Isoma the steel mail armour (2 def, 20 armour) Isoma the steel mail armour (2 def, 20 armour) 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Res.pen +20% acid ----- def ----- Armour +20 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +2% physical Crit.chn- 31.00% Mind.save +15 (+5 eff.) Die.at -80.00 life Max.HP +60.00 A suit of armour made of mail. |
Inventory
medical injector implant of the sneak (efficiency 163% / cooldown 69%) medical injector implant of the sneak (efficiency 163% / cooldown 69%)0.1 T1 implant scroll [Ego] 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 163% efficiency and cooldown mod of 69%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 126% / cooldown 59%) medical injector implant of the warrior (efficiency 126% / cooldown 59%)0.1 T1 implant scroll [Ego] 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 126% efficiency and cooldown mod of 59%. 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 |
medical injector implant of the warrior (efficiency 124% / cooldown 52%) medical injector implant of the warrior (efficiency 124% / cooldown 52%)0.1 T1 implant scroll [Ego] 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 124% efficiency and cooldown mod of 52%. 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 |
steam generator implant of the titan (steam 10) steam generator implant of the titan (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 10) steam generator implant of the warrior (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 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 |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 195 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous 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. |
acid wave rune (damage 105; dur 4; cd 21) acid wave rune (damage 105; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 105.12 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 128; dur 3; cd 15) shielding rune (absorb 128; dur 3; cd 15)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 128 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 573; dur 6; cd 15) shielding rune of the sneak (absorb 573; dur 6; cd 15)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 573 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Ablative Armour 2 schematic: Ablative Armour0.1 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: 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: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist's Helper 3 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. |
2 schematic: Antimagic Shell 2 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. |
6 schematic: Armour Reinforcement 6 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. |
schematic: Botanical Shell schematic: Botanical 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: Corrosive Shell 4 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. |
3 schematic: Deflection Field 3 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. |
2 schematic: Explosive Shell 2 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. |
3 schematic: Fiery Salve 3 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. |
3 schematic: Flash Powder 3 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. |
7 schematic: Focus Lens 7 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. |
4 schematic: Frost Salve 4 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. |
4 schematic: Fungal Web 4 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. |
3 schematic: Galvanic Retributor 3 schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap 2 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. |
9 schematic: Headlamp 9 schematic: Headlamp0.1 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: Healing Salve 5 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. |
schematic: Incendiary Groove schematic: Incendiary 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. |
2 schematic: Iron Grip 2 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. |
4 schematic: Lightning Coil 4 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. |
3 schematic: Mana Coil 3 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. |
2 schematic: Mental Stimulator 2 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. |
3 schematic: Moss Tread 3 schematic: Moss Tread0.1 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: Pain Suppressor Salve 2 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. |
4 schematic: Poison Groove 4 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. |
2 schematic: Power Distributor 2 schematic: Power Distributor0.1 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: Razor Edge 2 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. |
2 schematic: Rocket Boots 2 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. |
5 schematic: Saw Projector 5 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. |
2 schematic: Saw Shell 2 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. |
2 schematic: Second Skin 2 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. |
schematic: Shocking Edge schematic: Shocking 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: Shocking Touch 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. |
3 schematic: Silver Filigree 3 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. |
3 schematic: Solid Shell 3 schematic: Solid 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. |
3 schematic: Spring Grapple 3 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. |
8 schematic: Steamgun 8 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. |
6 schematic: Steamsaw 6 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. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 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: Thunderclap Coating 8 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. |
2 schematic: Toxic Cannister Launcher 2 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. |
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. |
3 schematic: Viral Injector 3 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. |
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. |
6 schematic: Waterproof Coating 6 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. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Daneth's Neckguard =6con= Daneth's Neckguard =6con=2.0 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. |
Torandur the Earthblack Torandur the Earthblack0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +2% On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Resists +22% temporal Pinning- +34% Knockbk- +37% ---------- misc Mana/turn +0.24 Max.mana +80.00 Amulets make your neck look great! |
gold amulet 'Tarroharadas' gold amulet 'Tarroharadas'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Con dps ---------- Res.pen +15% physical Apr +5 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Resists +9% blight +2% physical Phys.save +18 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
titan's copper ring titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings make your fingers look great! |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
warrior's gold ring of tenacity warrior's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +26.00 Disarm- +23% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
lifebinding yew magestaff of illumination (120% power, 4 apr, lightning element) lifebinding yew magestaff of illumination (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) Dmg.mod +20% lightning ----- def ----- Defense +7 (+2 eff.) HP.reg +1.30 Heal.mod +14% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 3.5 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 183.42 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Glorytha the Rimespitter (143% power, 2 apr) Glorytha the Rimespitter (143% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 144% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 cold On Crit.r2 +20 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage While equipped: dps ---------- Mind.pwr +20 (+5 eff.) Dmg.mod +15% mind Melee Ret 10 mind ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.08 Massive two-handed swords. |
truestriking voratun longsword (154% power, 6 apr) truestriking voratun longsword (154% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +16 (+4 eff.) Apr +12 Sharp, long, and deadly. |
Silaralaith the dwarven-steel dagger (138% power, 7 apr) Silaralaith the dwarven-steel dagger (138% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 139% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 103 lightning damage (1/turn) While equipped: Stats +3 Con dps ---------- Dmg.mod +5% lightning +3% physical Res.pen +5% lightning Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +31% ---------- misc Max.stam +30.00 Sharp, short and deadly. |
dwarven-steel dagger 'Eleritta' (132% power, 7 apr) dwarven-steel dagger 'Eleritta' (132% power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 132% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 arcane On Hit: 20% Curse of Defenselessness 3 While equipped: dps ---------- Res.pen +15% blight Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +22% ---------- misc Max.vim +30.00 Sharp, short and deadly. |
Emeloth the dwarven-steel steamsaw (65% power, 0 apr) Emeloth the dwarven-steel steamsaw (65% power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 120% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 Melee+ +16 blight On Hit: * 20% chance to reduce armor by 39% Uses 1.0 Steam When used to Attack: Melee+ +15 light +16 darkness While equipped: Stats +5 Cun +3 Mag dps ---------- Dmg.mod +18% blight +15% darkness +15% mind +15% light Res.pen +10% acid ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +15% acid +16% light +15% darkness Mind.save +9 (+3 eff.) ---------- misc Max.hate +4.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Earifang Earifang4.0 T3 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +11 lightning On Crit.r2 +12 physical Uses 2.0 Steam While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +15 (+3 eff.) Dmg.mod +13% lightning +9% physical Acc +30 (+8 eff.) Melee Ret 10 physical ----- def ----- Phys.save +9 (+3 eff.) ---------- misc Max.stam +30.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Alorach the voratun steamgun Alorach the voratun steamgun4.0 T5 steamgun 1H weapon [Random Unique] Master/Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% On Hit: * 20 arcane resource burn Uses 2.0 Steam While equipped: Stats +6 Cun dps ---------- Steampwr +22 (+4 eff.) Dmg.mod +20% physical Res.pen +11% all Acc +11 (+3 eff.) Apr +13 On Hit (Ranged): * 10 arcane resource burn ----- def ----- Resists +6% blight Spell.save +6 (+3 eff.) ---------- misc Psi/ret +0.04 Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Frozen Shards (22/25, 139% power, 15 apr) Frozen Shards (22/25, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Ice Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Star Shot (17/20, 139% power, 15 apr) Star Shot (17/20, 139% power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 139% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Fire Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
troll-hide hardened leather armour (9 def, 6 armour) troll-hide hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +47.00 HP.reg +5.30 Heal.mod +12% A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+5 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 33, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
rejuvenating drakeskin leather armour of the deep (20 def, 9 armour) rejuvenating drakeskin leather armour of the deep (20 def, 9 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +20 (+6 eff.) Fatigue +8% Resists +11% acid +9% cold HP.reg +2.70 ---------- misc Stam/turn +1.50 Breathe water A suit of armour made of leather. |
impenetrable voratun mail armour of delving (5 def, 19 armour) impenetrable voratun mail armour of delving (5 def, 19 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Master While equipped: Stats +8 Str ----- def ----- Armour +19 Defense +5 (+2 eff.) Fatigue +12% Resists +14% darkness +8% physical ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 3.1 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Runakan the Stormwrack Runakan the Stormwrack1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +6% lightning Res.pen +25% darkness +10% lightning ----- def ----- Defense +10 (+3 eff.) Resists +21% fire Crit.chn- 15.00% Mind.save +11 (+4 eff.) Max.HP +40.00 Poison- +20% A belt that goes around your waist. |
blurring hardened leather belt of transcendence blurring hardened leather belt of transcendence1.0 T3 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +14 (+4 eff.) Phys.save +9 (+3 eff.) Stealth +10 A belt that goes around your waist. |
ravager's hardened leather belt of carrying ravager's hardened leather belt of carrying1.0 T3 belt armor [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +10% physical Res.pen +10% physical ----- def ----- Fatigue -6% ---------- misc Max.enc +26 A belt that goes around your waist. |
Hanuroddabar the cashmere cloak (2 def, 0 armour) Hanuroddabar the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Dex +3 Cun dps ---------- Phys.crit +7.0% Acc +27 (+7 eff.) Apr +6 Melee Ret 10 mind ----- def ----- Defense +2 (+1 eff.) Resists +9% mind Die.at -80.00 life ---------- misc Light +2 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of Eldoral (2 def, 0 armour) battlemaster's cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +2 Cun +3 Con ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+4 eff.) ---------- misc Stam/turn +0.60 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Zerurab (0 def, 4 armour) Zerurab (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +6% arcane Res.pen +10% physical ----- def ----- Armour +4 Fatigue -9% Phys.save +9 (+3 eff.) Max.HP +45.00 ---------- misc Max.enc +32 Stam/turn +0.50 Mana/s.crit +2.00 Max.mana +60.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stone warden's voratun gauntlets of the iron hand (0 def, 14 armour) stone warden's voratun gauntlets of the iron hand (0 def, 14 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Wil +10 Con ----- def ----- Armour +14 Hardiness +10% Fatigue +5% Resists +7% physical Disarm- +43% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Camyfast' (2 def, 0 armour) cashmere wizard hat 'Camyfast' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Str +5 Dex +4 Wil +7 Cun dps ---------- Crit.mult +15.00% Mind.pwr +20 (+5 eff.) Dmg.mod +9% mind ----- def ----- Defense +2 (+1 eff.) Mind.save +10 (+4 eff.) ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
cashmere wizard hat of madness (2 def, 0 armour) cashmere wizard hat of madness (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +6% ----- def ----- Defense +2 (+1 eff.) Mind.save +10 (+4 eff.) Hateful Whisper: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 231 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Snowfear (0 def, 3 armour) =12str= Snowfear (0 def, 3 armour) =12str=2.0 T3 head armor [Rare] Master While equipped: Stats +12 Str +7 Dex +5 Wil +5 Cun dps ---------- Res.pen +25% cold Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane ---------- misc Light +3 A cap made of leather. |
hardened leather cap (0 def, 3 armour) hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
thaloren hardened leather cap of absorption (0 def, 3 armour) thaloren hardened leather cap of absorption (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +7 Wil ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +7 (+3 eff.) ---------- misc Stam/ret +1.80 Equi/ret +1.00 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) =5con= Steel Helm of Garkul (0 def, 6 armour) =5con=3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Hanykath (0 def, 4 armour) Hanykath (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag dps ---------- Res.pen +25% blight ----- def ----- Armour +4 Fatigue +4% Resists +12% lightning +6% fire +6% mind Phys.save +18 (+5 eff.) HP.reg +4.00 Heal.mod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating dwarven-steel helm of dexterity (+5) (0 def, 4 armour) insulating dwarven-steel helm of dexterity (+5) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Resists +9% cold +8% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
4 onyx 4 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 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 garnet 4 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. |
2 quartz 2 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. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
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. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
189 alchemist agate 189 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. |
Helen the Galeward Helen the Galeward1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% lightning +24% temporal +18% arcane Res.pen +10% lightning Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% lightning +8% cold +5% arcane +8% temporal Def/telep +15 Res/telep +14% Dur/telep +19% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 275.94 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
stralite deflection field stralite deflection field0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +8 (+3 eff.) Proj.slow +20% Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 13] simple frost salve [power 13]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
potent healing salve [power 209] potent healing salve [power 209]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 209 Puts Talent Medical Injector on 15 cooldown Medical salve. |
great healing salve [power 308] great healing salve [power 308]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 308 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful water salve [power 19] powerful water salve [power 19]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (19% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Bizzare Contraption Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Falanarigar the Glittersting (dig speed 10 turns) Falanarigar the Glittersting (dig speed 10 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Dex +1 Mag +1 Cun dps ---------- Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Apr +6 ---------- misc Spell.cld 10% Light +3 Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 (+4 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 19 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
Silitira [power 170] (15 cooldown) Silitira [power 170] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 38 ----- def ----- Resists +6% acid +9% mind Crit.chn- 5.00% ---------- misc See.Invis +6 Blast the opponent's mind dealing 184 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Huruderion the Freezewish [power 110] (15 cooldown) Huruderion the Freezewish [power 110] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +6% blight +24% cold Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Hanorin the Ghoul Annihilator level 37
39th Dusk 123rd year of Ascendancy at 12:38 see stats
By Hanorin the Ghoul Annihilator level 36
37th Dusk 123rd year of Ascendancy at 19:08 see stats
By Hanorin the Ghoul Annihilator level 20
17th Regrowth 123rd year of Ascendancy at 03:30 see stats
By Hanorin the Ghoul Annihilator level 30
53rd Pyre 123rd year of Ascendancy at 19:53 see stats
By Hanorin the Ghoul Annihilator level 21
34th Regrowth 123rd year of Ascendancy at 10:59 see stats
By Hanorin the Ghoul Annihilator level 32
70th Pyre 123rd year of Ascendancy at 01:11 see stats
By Hanorin the Ghoul Annihilator level 31
60th Pyre 123rd year of Ascendancy at 20:27 see stats
By Hanorin the Ghoul Annihilator level 25
8th Pyre 123rd year of Ascendancy at 02:41 see stats
By Hanorin the Ghoul Annihilator level 10
6th Haze 122nd year of Ascendancy at 21:43 see stats
By Hanorin the Ghoul Annihilator level 20
6th Allure 123rd year of Ascendancy at 21:30 see stats
By Hanorin the Ghoul Annihilator level 30
52nd Pyre 123rd year of Ascendancy at 03:59 see stats
By Hanorin the Ghoul Annihilator level 18
74th Haze 122nd year of Ascendancy at 12:55 see stats
By Hanorin the Ghoul Annihilator level 21
33rd Regrowth 123rd year of Ascendancy at 04:16 see stats
By Hanorin the Ghoul Annihilator level 5
79th Dusk 122nd year of Ascendancy at 16:34 see stats
By Hanorin the Ghoul Annihilator level 32
1st Flare 123rd year of Ascendancy at 03:15 see stats
By Hanorin the Ghoul Annihilator level 16
51st Haze 122nd year of Ascendancy at 23:44 see stats
By Hanorin the Ghoul Annihilator level 32
7th Mirth 123rd year of Ascendancy at 04:43 see stats
By Hanorin the Ghoul Annihilator level 21
33rd Regrowth 123rd year of Ascendancy at 12:36 see stats
By Hanorin the Ghoul Annihilator level 15
46th Haze 122nd year of Ascendancy at 03:26 see stats
By Hanorin the Ghoul Annihilator level 36
37th Dusk 123rd year of Ascendancy at 09:09 see stats
Log
Hanorin HEALS from darkness damage!
Bane of Blindness from Veliba the vampire hits Hanorin for (0 exoskeleton), 37 darkness, 12 healing (37 total damage) [12 healing].
Burning from Emelemith the barrow wight hits Hanorin for (0 exoskeleton), 61 fire (61 total damage).
You collect a new ingredient: chunk of ghoul flesh (1).
Something hits Hanorin for (27 exoskeleton), 148 arcane (148 total damage).
Something hits Hanorin for (0 exoskeleton), 189 temporal (189 total damage).
--------------------------------
Hanorin receives 468 healing.
Bane of Blindness from Veliba the vampire hits Hanorin for (0 exoskeleton), 37 darkness (37 total damage).
Burning from Emelemith the barrow wight hits Hanorin for (0 exoskeleton), 61 fire (61 total damage).
Something hits Hanorin for (27 exoskeleton), 156 fire (156 total damage).
Bane of Blindness from Veliba the vampire hits Hanorin for (0 exoskeleton), 37 darkness (37 total damage).
Burning from Emelemith the barrow wight hits Hanorin for (0 exoskeleton), 91 fire (91 total damage).
--------------------------------
Hanorin uses Ghoulish Leap.
Hanorin speeds up.
You collect a new ingredient: chunk of ghoul flesh (1).
Hanorin hits Something for 250 physical damage.
Something hits Hanorin for (27 exoskeleton), 153 lightning (153 total damage).
Something misses Hanorin.
Bane of Blindness from Veliba the vampire hits Hanorin for (0 exoskeleton), 37 darkness (37 total damage).
Burning from Emelemith the barrow wight hits Hanorin for (0 exoskeleton), 91 fire (91 total damage).
--------------------------------
You have no medical injector available.
Hanorin uses Retch.
Hanorin VOMITS on the ground!
Something hits Hanorin for (27 exoskeleton), 228 temporal (228 total damage).