


















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Items Vault 1.7.6Donators/Buyers bonus! Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Gunslinger |
| Level / Exp | 30 / 66% |
| Size | small |
| Lifes / Deaths | Killed by Gyra the orc corruptor at level 26 on the 34th Regrowth 123rd year of Ascendancy at 10:04 / 2Killed by Grand Corruptor at level 30 on the 42nd Regrowth 123rd year of Ascendancy at 19:09 |
Primary Stats
| Strength | 29 (base 13) |
| Dexterity | 92 (base 60) |
| Constitution | 12 (base 11) |
| Magic | 23 (base 10) |
| Willpower | 38 (base 10) |
| Cunning | 100.2 (base 58) |
Resources
| Life | -277/780 |
| Steam | 100/100 |
| Healing Factor | 1.0191526171258 |
| Regeneration | 6.3697038570363 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 17 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 74 |
| Crit Chance | 44% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 75 |
| Accuracy | 74 |
| Crit Chance | 44% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +35% |
| Blight | +29% |
| Arcane | +26% |
| Cold | +55% |
| All | +20% |
| Lightning | +64% |
| Physical | +53% |
| Fire | +26% |
| Mind | +26% |
Offense: Damage Penetration
| Fire | +14% |
| Mind | +19% |
| Physical | +58% |
| Cold | +24% |
| All | +9% |
Defense: Base
| Armour (hardiness) | 22 (57.155997060385%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 30 |
| Mental Save | 42 |
Defense: Resistances
| Lightning | + 61%( 70%) |
| Acid | + 24%( 70%) |
| Darkness | + 24%( 70%) |
| Temporal | + 25%( 70%) |
| Cold | + 38%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 26%( 70%) |
| All | + 19%( 70%) |
Defense: Immunities
| Disarm Resistance | 80% |
| Teleport Resistance | 100% |
| Stun Resistance | 93% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.7 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 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 177% efficiency and cooldown mod of 54%. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 1.0 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 171% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.3 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Cunning stat. |
Class Talents
| Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. | active |
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 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning 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 Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Unflinching Resolve (+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 Horned Horror. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. * You've found the needed vial of greater demon bile. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed giant spider spinneret. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed xorn fragment. * You've found the needed pouch of bone giant dust. | 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 within3 lumberjacks have died. | 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 | pair of iron boots 'Hellbore' (0 def, 4 armour) 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% fire defense ------ Armor +4 Fatigue -3% Physical save +19 (+6 eff.) Unlife -60.00 life Life +60.00 Life Regen +2.00 Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Encumbrance +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Xerinn the Blackobsidian (54/54, 161% power, 5 apr) 3.0 Encumbrance T4 shot ammo [Random Unique] Arcane/Master Weapon Damage 161% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +13.5% Capacity 54 Auto Reload 2 On-ranged-hit +4 mind +8 darkness On-Hit, radius 1 +4 darkness On-crit, radius 2 +8 darkness On Hit: * 20% chance to reduce damage dealt by 22% On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +3 Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Singeenvy the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% fire defense ------ Defense +25 (+7 eff.) Resistance +2% physical Life +143.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Infernovortex (0 def, 3 armour) 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Mind Crit +2% Damage +6% mind defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +8% temporal +9% fire Mind save +3 (+1 eff.) Stun Resist +20% other ------- Max hate +4.00 Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 A cap made of leather. |
| On hands | iron gauntlets 'Daimondur' (0 def, 2 armour) 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Critical power +5.00% Physical Power +5 (+2 eff.) Ignore resists +10% physical Accuracy +27 (+7 eff.) defense ------ Armor +2 Fatigue +1% Unlife -40.00 life Disarm Resist +80% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +3 Critical Rate +6.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | powerful ash totem of healing [power 182] (8/15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's gold ring of perseverance0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Wil defense ------ Mind save +9 (+3 eff.) Life Regen +4.00 Stun Resist +27% Rings make your fingers look great! |
| On fingers | copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex offense ------ Accuracy +6 (+2 eff.) other ------- Light +4 Infravision +4 Rings make your fingers look great! |
| Around neck | Squalorbiter the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Critical power +15.00% Ignore Armor +4 On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Defense +10 (+3 eff.) Resistance +15% lightning Stun Resist +26% Amulets make your neck look great! |
| In main hand | stralite steamgun 'Sleetdream'4.0 Encumbrance T4 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +3 Str +4 Wil offense ------ Spell Crit +2% Physical Power +9 (+3 eff.) Ignore resists +14% physical +15% cold +9% all Accuracy +9 (+3 eff.) Ignore Armor +9 other ------- Max vim +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Nightstinger1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +7 Lck offense ------ Ignore resists +10% mind When Hit 2 mind defense ------ Armor +7 Resistance +6% darkness Stealth +7 Unlife -20.00 life other ------- Disarm Traps +6 Infravision +4 A belt that goes around your waist. |
| In off hand | Dairasus the stralite steamgun4.0 Encumbrance T4 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +800% Uses 2.0 Steam While equipped: Stats +3 Str offense ------ Physical Power +9 (+3 eff.) Spellpower +10 (+5 eff.) Damage +9% blight Ignore resists +25% physical defense ------ Unlife -80.00 life other ------- Reload +4 Vim-on-crit +2.00 Max mana +100.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Veleriana (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Psionic While equipped: Stats +3 Mag +7 Wil +8 Cun offense ------ Mind Crit +12% Damage +6% arcane defense ------ Defense +2 (+1 eff.) Resistance +12% lightning Physical save +9 (+3 eff.) Spell save +18 (+9 eff.) Mind save +6 (+2 eff.) Unlife -50.00 life Stun Resist +20% other ------- Infravision +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zubamira the Toxintickler (0 def, 6 armour) 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +13 Str +10 Mag +12 Wil offense ------ Spellpower +14 (+7 eff.) Damage +44% lightning +33% physical +35% cold +15% acid +20% all When Hit 2 nature On-Hit (Melee): * 20% chance to reduce armor by 28% defense ------ Armor +6 Resistance +18% lightning +23% cold +6% acid +15% all Crit Resistance 21.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the wizard (efficiency 126% / cooldown 57%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 57%. Its effects scale with your Magic 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 duelist (steam 11)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Dexterity 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 duelist (steam 10)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 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. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the duelist (die at -714; dur 7; cd 26)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -714 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1429 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% mind Confus Resist +20% Amulets make your neck look great! |
stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Pinning Resist +20% Knockbk Resist +21% Amulets make your neck look great! |
starlit copper amulet of constitution (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +10% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+8 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+3 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 4.0 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (133). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
mindweaver's gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Wil +2 Mag offense ------ Mindpower +6 (+2 eff.) Spellpower/crit +4 defense ------ Mind save +8 (+3 eff.) Confus Resist +10% other ------- Mana/turn +0.18 Max mana +22.00 Amulets make your neck look great! |
vitalizing gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con defense ------ Physical save +12 (+4 eff.) Life +35.00 Life Regen +1.00 Blind Resist +21% other ------- Infravision +3 Sight +2 See Invisibility +9 Amulets make your neck look great! |
savior's stralite amulet of vision0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Physical save +10 (+3 eff.) Spell save +14 (+7 eff.) Mind save +14 (+5 eff.) Blind Resist +18% other ------- Infravision +5 Sight +2 See Invisibility +8 Amulets make your neck look great! |
Bethedhethra the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% arcane Ignore resists +15% temporal defense ------ Resistance +3% acid Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +7 Rings make your fingers look great! |
Winterprophet0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% lightning +3% cold Ignore resists +10% fire +15% cold When Hit 6 cold defense ------ Fatigue -5% other ------- Encumbrance +21 Rings make your fingers look great! |
copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Rings make your fingers look great! |
copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +7 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
savior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+2 eff.) Spell save +7 (+4 eff.) Mind save +6 (+2 eff.) Rings make your fingers look great! |
Airwinter the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +3% Damage +13% cold Ignore resists +10% lightning defense ------ Resistance +26% cold other ------- Hate-on-crit +2.00 Max hate +10.00 Rings make your fingers look great! |
gladiator's steel ring of clarity0.1 Encumbrance T2 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Str +5 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Mind save +7 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
rogue's steel ring of sensing0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Blind Resist +25% other ------- Infravision +3 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
Lightningviper0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +6 (+3 eff.) Mindpower +10 (+3 eff.) Damage +15% lightning +9% mind Ignore resists +20% lightning When Hit 4 mind defense ------ Resistance +15% darkness Rings make your fingers look great! |
sneakthief's gold ring of the mind (+10%)0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +6 Dex offense ------ Damage +10% mind Accuracy +5 (+2 eff.) defense ------ Resistance +10% mind Rings make your fingers look great! |
pixie's stralite ring0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +4 Mag offense ------ Spellpower +9 (+5 eff.) Rings make your fingers look great! |
Xanidathra the ash starstaff (111% power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +1 Cun +6 Con offense ------ Spell Crit +8% Spellpower +6 (+3 eff.) Damage +15% darkness Ignore resists +15% arcane other ------- Max psi +50.00 Infravision +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption7.0 Encumbrance staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Weapon Damage 137% Range: 1.0x-1.1x Uses 100% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+9 eff.) Accuracy +20 (+5 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
Betowen (131% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Rare] Arcane Weapon Damage 131% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage While equipped: offense ------ Spellpower +15 (+7 eff.) When Hit 2 arcane defense ------ Defense +10 (+3 eff.) Resistance +9% acid +15% cold Disease Resist +20% Blunt and deadly. |
Morningfame (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to reduce all saves and defense by 27 * 25% chance for lightning to strike from the target to a second target dealing 57 damage While equipped: Stats +2 Dex +2 Mag +2 Cun offense ------ Damage +3% light +6% mind defense ------ Resistance +15% light other ------- Light +3 Sharp, short and deadly. |
Flashpoint4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% Damage Multiplier 130% Range +5 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ On-Ranged-Hit 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Tinkerer's Twinblaster4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 50% Range +4 Projectile Speed +600% On-ranged-hit +5 physical Recursive +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
dwarven-steel steamgun of enduring4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +10 Con +7 Wil defense ------ Life +36.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of stralite shots (19/19, 162% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Master Weapon Damage 162% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +16.5% Capacity 19 On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
Earthstriker (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +26% nature +18% darkness Ignore resists +10% nature When Hit 4 darkness defense ------ Resistance +43% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
noble's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Wil offense ------ Against +23% Summoned defense ------ Resist Against +25% Summoned A belt that goes around your waist. |
Bethussra the linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +5 Dex +2 Con defense ------ Defense +6 (+2 eff.) Resistance +3% blight +3% nature Physical save +7 (+2 eff.) other ------- See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Emasewyn' (2 def, 0 armour) =res pen=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +10 (+3 eff.) Ignore resists +25% physical Ignore Armor +1 On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Defense +2 (+1 eff.) Physical save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Healwilder' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +6% nature +9% mind defense ------ Defense +2 (+1 eff.) Resistance +0% lightning Physical save +5 (+1 eff.) Mind save +12 (+4 eff.) Unlife -50.00 life other ------- Light +1 See Invisibility +15 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
Genne the Flarerune (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +2 Str +8 Dex +6 Cun +9 Lck offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Damage +6% fire Ignore resists +9% physical defense ------ Armor +5 Stealth +7 other ------- Stamina/turn +0.90 Max stamina +10.00 A pair of boots made of leather. |
undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Silence Resist +23% Confus Resist +22% Stun Resist +32% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +3% Silence Resist +20% Confus Resist +23% Stun Resist +24% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Pitchsmasher of the Blightspawn (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +5 Dex -2 Mag +11 Cun +5 Con offense ------ Physical Power +11 (+4 eff.) Accuracy +7 (+2 eff.) Ignore Armor +9 defense ------ Armor +2 Resistance +6% light +7% darkness other ------- Mana-on-crit +2.00 Infravision +3 Unarmed combat: Weapon Damage 125% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +27 light +18 darkness On Hit: 15% Perfect Strike level 3 Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 56.70 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+1 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+2 eff.) Life +20.00 Unarmed combat: Weapon Damage 107% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 83% On-hit +10 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Velovea (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +6% blight Accuracy +15 (+4 eff.) defense ------ Armor +6 Fatigue +3% Mind save +8 (+3 eff.) Unlife -80.00 life Life +47.00 other ------- Stamina/turn +3.00 Mana/turn +0.16 Vim-on-crit +2.00 Unarmed combat: Weapon Damage 127% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +6 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of spellstriking (0 def, 6 armour)1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +7 (+4 eff.) On-Hit 4 arcane Damage +4% arcane defense ------ Armor +6 Fatigue +3% Resistance +5% arcane Mind save +7 (+3 eff.) Life +49.00 Unarmed combat: Weapon Damage 131% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +4 arcane On Hit: 10% Battle Shout level 3 On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Cracklestun the linen wizard hat (1 def, 0 armour) =res pen=2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Dex offense ------ Damage +11% arcane Ignore resists +15% physical Ignore Armor +5 defense ------ Defense +1 (+1 eff.) Resistance +12% lightning Unlife -40.00 life other ------- Max mana +20.00 A pointy cloth hat, very wizardly... |
Toxinthorn the hardened leather hat (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +9 Dex +3 Cun offense ------ Damage +6% arcane Ignore resists +5% arcane Ignore Armor +5 When Hit 4 arcane On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Armor +3 Fatigue +3% Resistance +10% mind +5% arcane Mind save +14 (+5 eff.) Confus Resist +22% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 121.5 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Emeluthra (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Physical Power +5 (+2 eff.) Ignore Armor +6 defense ------ Armor +3 Fatigue +1% Resistance +2% physical Physical save +9 (+3 eff.) A hat made of leather. Very stylish. |
Kildir the Iceire (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Ignore Armor +4 When Hit 2 light 4 cold defense ------ Armor +3 Fatigue +5% Resistance +3% mind +12% cold other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Morninglore (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +1 Cun offense ------ Ignore resists +15% light defense ------ Armor +3 Fatigue +5% Physical save +11 (+3 eff.) other ------- Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
9 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx0.0 Encumbrance 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. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
287 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
simple frost salve [power 11] simple frost salve [power 11]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (11% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 141] simple healing salve [power 141]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 141 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Spiderbolt (dig speed 21 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Con offense ------ Damage +6% nature On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +3% blight +6% fire Physical save +7 (+2 eff.) Spell save +5 (+3 eff.) Mind save +8 (+3 eff.) Life +59.00 other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tundrasever the dwarven-steel pickaxe (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +4 Mag offense ------ Spell Crit +6% Damage +6% arcane +21% blight Ignore resists +10% blight defense ------ Resistance +9% light +15% cold other ------- Max mana +37.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Shadowking the elm totem of thorny skin [power 15] (8/20 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Str +4 Wil +1 Cun defense ------ Resistance +3% darkness Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of summon tentacle [power 85] (8/20 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 197 Base Damage: 85 Armor: 1 All Resist: 1 Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
quick elm totem of thorny skin [power 13] (8/14 cooldown)2.0 Encumbrance T1 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 13 and armour hardiness by 30% Puts all charms on 14 turn cooldown Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of stinging [power 182] (8/15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Sting an enemy dealing 218 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Polawe the ash wand of shielding [power 200] (8/20 cooldown) =9 mag=2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +9 Mag +4 Cun other ------- Light +3 Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Obanri the Halfling Gunslinger level 30
40th Regrowth 123rd year of Ascendancy at 17:00 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Obanri the Halfling Gunslinger level 13
26th Dusk 122nd year of Ascendancy at 04:14 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Obanri the Halfling Gunslinger level 19
80th Haze 122nd year of Ascendancy at 05:22 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Obanri the Halfling Gunslinger level 10
7th Mirth 122nd year of Ascendancy at 08:25 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Obanri the Halfling Gunslinger level 20
1st Decay 122nd year of Ascendancy at 21:36 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Obanri the Halfling Gunslinger level 30
40th Regrowth 123rd year of Ascendancy at 16:30 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Obanri the Halfling Gunslinger level 19
80th Haze 122nd year of Ascendancy at 05:50 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Obanri the Halfling Gunslinger level 27
35th Regrowth 123rd year of Ascendancy at 19:31 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Obanri the Halfling Gunslinger level 25
30th Regrowth 123rd year of Ascendancy at 20:19 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Obanri the Halfling Gunslinger level 11
2nd Summertide 122nd year of Ascendancy at 02:06 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Obanri the Halfling Gunslinger level 28
39th Regrowth 123rd year of Ascendancy at 17:25 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Obanri the Halfling Gunslinger level 11
3rd Summertide 122nd year of Ascendancy at 14:29 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Obanri the Halfling Gunslinger level 30
41st Regrowth 123rd year of Ascendancy at 14:25 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Obanri the Halfling Gunslinger level 26
34th Regrowth 123rd year of Ascendancy at 04:26 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Obanri the Halfling Gunslinger level 18
68th Haze 122nd year of Ascendancy at 15:17 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Obanri the Halfling Gunslinger level 26
34th Regrowth 123rd year of Ascendancy at 10:04 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Obanri the Halfling Gunslinger level 28
39th Regrowth 123rd year of Ascendancy at 17:27 see stats
Log
Grand Corruptor hits Obanri for (31 flat reduction), 58 fire (58 total damage).
---------- Turn 15 ----------
Obanri strafes with his steamguns!
Lava floor heals Grand Corruptor!
Grand Corruptor receives 127 healing.
Grand Corruptor hits Obanri for (31 flat reduction), 113 fire (113 total damage).
Talent Implant: Medical Injector is ready to use.
Decrepitude Disease from Grand Corruptor hits Obanri for (31 flat reduction), 85 blight (85 total damage).
Lava floor burns Obanri!
Something hits Obanri for (31 flat reduction), 92 fire (92 total damage).
---------- Turn 16 ----------
Obanri receives 216 healing.
Decrepitude Disease from Grand Corruptor hits Obanri for (31 flat reduction), 85 blight (85 total damage).
Lava floor burns Obanri!
Something hits Obanri for (31 flat reduction), 85 fire (85 total damage).
---------- Turn 17 ----------
Obanri is no longer evading attacks.
Talent Startling Shot is ready to use.
Decrepitude Disease from Grand Corruptor hits Obanri for (31 flat reduction), 79 blight (79 total damage).
Lava floor burns Obanri!
Something hits Obanri for (31 flat reduction), 85 fire (85 total damage).
---------- Turn 18 ----------
Obanri uses Indomitable.
Obanri is moving freely.
Obanri reloads.
Decrepitude Disease from Grand Corruptor hits Obanri for (31 flat reduction), 79 blight (79 total damage).
Obanri the level 30 halfling gunslinger was poxed to death by Grand Corruptor on level 1 of Fearscape.
---------- Turn 19 ----------
You are brought back from the Fearscape!
Obanri deactivates his cloak's restoration systems.


























































































































