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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Hedge Wizard Must Come 1.7.2Make Forest Troll Hedge-Wizard come at a higher probability. Plenum Tooltip Custom Edit 1.6.0Plenum 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: Select Last Escort 1.7.4A very superficial fork to Effigy's "Select First Escort" (which is brilliant ngl) to flip it around so you control the ninth and final escort rather than the first. Makes it feel more like a veto on a string of bad luck rather than something you know you can/should build around early. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Buy Survival category in Last Hope 1.7.4Lets you buy Cunning/Survival at the weapon shops in Last Hope. Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Bugfix Pack 1.7.3An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Possess Everyone 1.7.0This mod should allow you to possess all ranks. At the highest level of the Possess talent, it enables you to possess any rank of enemy, including Elite Bosses. I recommend the excellent Proper Possession, as well. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Turn Separators v2 1.6.0Description 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: Another Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Updated to fix some issues with tradewind rider's fix Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Gunslinger Buffs 1.7.4This is a simple mod that requires the Embers of Rage DLC, and makes several buffs to the Gunslinger class, here is a list of changes: Many talents have their steam cost reducded slightly. Movarc'h's Improved Escorts - Bamboo + CH Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Also gives escorts 1000 base Life and 100 base life regen so they don't die from a sneeze. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Also credits to Bamboo's fork. 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 Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Orcs |
Mode | Madness Roguelike |
Sex | Male |
Race | Orc |
Class | Gunslinger |
Level / Exp | 27 / 82% |
Size | big |
Lifes / Deaths | Killed by Yvodhera the black bear at level 27 on the 35th Revenge 124th year of Ascendancy at 12:26 / 1 |
Primary Stats
Strength | 52 (base 10) |
Dexterity | 86 (base 58) |
Constitution | 52 (base 23) |
Magic | 29 (base 18) |
Willpower | 23 (base 10) |
Cunning | 118 (base 58) |
Resources
Life | -183/1411 |
Steam | 96/135 |
Healing Factor | 1.4646599890971 |
Regeneration | 12.34370377727 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +20% |
Spell | +15% |
Global | +120% |
Vision
Sight | 12 |
Lite | 9 |
Infravision | 15 |
See Stealth | 5 |
See Invisible | 5 |
Stealth | 99.125923423531 |
Offense: Mainhand
Damage | 93 |
Accuracy | 76 |
Crit Chance | 59% |
APR | 39 |
Speed | 0.87 |
Offense: Offhand
Damage | 93 |
Accuracy | 76 |
Crit Chance | 59% |
APR | 39 |
Speed | 0.87 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 50% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 74 |
Crit Chance | 50% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Nature | +12% |
Light | +10% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 5.7618650470284 (69.007671158813%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 28 |
Mental Save | 42 |
Defense: Resistances
Acid | + 26%( 70%) |
Lightning | + 37%( 70%) |
Nature | + 24%( 70%) |
Cold | + 25%( 70%) |
Physical | + 19%( 70%) |
Fire | + 44%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Pinning Resistance | 19% |
Disarm Resistance | 60% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
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 11.1 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 165% efficiency and cooldown mod of 64%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 77%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Steamtech / Elusiveness | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Steamtech / Gunner training | 2.90 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Blacksmith | 1.10 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Agile Gunner |
talent | Embedded Restoration Systems |
talent | Evasive Shots |
talent | Automated Cloak Tessellation |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is wrapped in a cloak of shadow, granting sealth. Cloak |
detrimental effect | The target has been dominated. It is unable to move and has lost 28 armor and 41 defense. Attacks from Yvodhera the black bear gain 56% damage penetration. Dominated |
detrimental effect | Paranoia has gripped the target, causing a 50% chance they will physically attack anyone nearby, friend or foe. Targets of the attack may become paranoid themselves. Paranoid |
beneficial effect | Increases defense by 19. Mobile Defense |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() restorative pair of hardened leather boots of rushing (0 def, 4 armour) 2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +3(-) Str +4(-) Con ----- def ----- Armour +4 (-) HP.reg +5.00 (-) Heal.mod +13% (-) Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | ![]() thought-forged pouch of stralite shots of grasping (17/17, 151% power, 5 apr) 3.0 T4 shot ammo Reqs Dex 35 [Ego+] Nature/Psionic Power 152% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 (-) Crit +5.5% (-) Capacity 17 (-) Rld cld 6 (-) Ranged+ +8(-) mind On Hit: * 22% chance to reduce all saves and defense by 41 * 20% chance to create vines that bind the target to the ground dealing 278 nature damage and pinning them for 3 turns While equipped: ---------- misc Talents +2.00(-) Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() bright brass lantern 2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Brass Goggles (12 def, 0 armour) 2.0 T4 head armor [Unique] Master While equipped: Stats +24(-) Cun dps ---------- Steam.crit +5% (-) Steampwr +5 (+1 eff.) (-) Acc +20 (+5 eff.) (-) Apr +15 (-) ----- def ----- Defense +12 (+3 eff.) (-) Resists +20%(-) fire Blind- +100% (-) ---------- misc Infravis +8 (-) Sight +2 (-) See.Stealth +5 (-) See.Invis +5 (-) Masteries +0.20(-) Steamtech/Physics +0.20(-) Steamtech/Chemistry No self respecting craftsman would be caught without them! |
On hands | ![]() brawler's hardened leather gloves of archery (0 def, 3 armour) 1.0 T2 hands armor [Ego++] Master While equipped: Stats +5(-) Str +8(-) Dex +9(-) Cun dps ---------- Acc +6 (+1 eff.) (-) Apr +5 (-) ----- def ----- Armour +3 (-) Phys.save +9 (+3 eff.) (-) Disarm- +60% (-) ---------- misc Talents +1.00(-) Iron Grip Cooldown Double Strike -1(-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() crystalomancer's dwarven-steel pickaxe (dig speed 28 turns) 3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2(-) Str +2(-) Mag dps ---------- Spell.crit +6% (-) ---------- misc Max.mana +28.00 (-) While carried: ---------- misc Talents +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() titan's steel ring of nature (+24%) 0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2(-) Con dps ---------- Dmg.mod +12%(-) nature ----- def ----- Resists +24%(-) nature Phys.save +4 (+1 eff.) (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() sneakthief's steel ring 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +6 Dex +6 Cun +0(-2) Con dps ---------- Dmg.mod +0%(-12%) nature Acc +7 (+2 eff.) ----- def ----- Resists +0%(-24%) nature Phys.save +0 (+0 eff.) (-4 (-1 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Sunstone 0.1 T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: dps ---------- Steampwr +8 (+2 eff.) (-) Dmg.mod +10%(-) light +10%(-) fire ----- def ----- Resists +10%(-) cold ---------- misc Steam/turn +1.00 (-) This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
In main hand | ![]() Talosis' Counterpoint 4.0 T2 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +10 (-) Atk.spd 100% (-) Range +8 (-) Proj.spd +600% (-) Ranged+ +15(-) physical On Hit: * splashes acid on your target dealing 87 damage and reducing their armor Uses 2.0(-) Steam While equipped: Stats +3(-) Con dps ---------- Phys.crit +4.0% (-) Acc +5 (+1 eff.) (-) ---------- misc Talents +3.00(-) Ceasefire It's said that Talosis never lost an argument. Now you know why. Tap to cycle through comparison choices |
Around waist | ![]() balancing rough leather belt of burglary 1.0 T1 belt armor [Ego++] Master While equipped: Stats +8(-) Dex +8(-) Cun +6(-) Lck dps ---------- Phys.crit +6.0% (-) Mind.crit +5% (-) ----- def ----- Stealth +5 (-) ---------- misc T.Disarm +5 (-) Infravis +4 (-) A belt that goes around your waist. |
In off hand | ![]() Signal 4.0 T2 steamgun 1H weapon Reqs Dex 20 Shoot Steam Pool [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +4 (-6) Atk.spd 100% (-) Dmg.mult 125% Range +7 (-1) Proj.spd +300% (-300%) Ranged+ +0(-15) physical Dmg.conv 80% fire burn On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 2.0(-) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-4.0%) Acc +0 (+0 eff.) (-5 (-1 eff.)) ---------- misc Talents +0(+-3) Ceasefire Flare: Level 3.0 Pwr.cost 20 out of 20/20. Range 8 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 30 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. Tap to cycle through comparison choices |
Cloak | ![]() Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) (-) ----- def ----- Armour +2 (-) Defense +9 (+2 eff.) (-) Resists +18%(-) lightning +15%(-) cold Phys.save +10 (+3 eff.) (-) Stun/Frz- +30% (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() Koredig the Shinepyre (24 def, 10 armour) 9.0 T5 light armor Reqs Str 20 [Random Unique] Arcane/Master While equipped: Stats +11(-) Str +5(-) Dex +10(-) Mag +12(-) Wil dps ---------- Phys.crit +9.0% (-) Spell.crit +9% (-) Mind.crit +10% (-) Phys.pwr +25 (+6 eff.) (-) Spell.pwr +23 (+6 eff.) (-) Mind.pwr +25 (+6 eff.) (-) Phys.spd +15% (-) Spell.spd +15% (-) Mind.spd +15% (-) ----- def ----- Armour +10 (-) Defense +24 (+6 eff.) (-) Fatigue +8% (-) Resists +19%(-) lightning +26%(-) acid ---------- misc Light +3 (-) Infravis +3 (-) A suit of armour made of leather. |
Inventory
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() truestriking stralite dagger (138% power, 9 apr) 1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 138% (+72%) Range: 1.3x (+0.2x) Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 (-1) Crit +8.0% Atk.spd 100% (-) Range +0 (-8) Proj.spd +0% (-600%) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 0.0(-2.0) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-4.0%) Res.pen +11% physical Acc +11 (+3 eff.) (+6 (+2 eff.)) Apr +8 ---------- misc Talents +0(+-3) Ceasefire Sharp, short and deadly. Tap to cycle through comparison choices |
![]() warbringer's voratun dagger (148% power, 9 apr) 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 149% (+83%) Range: 1.3x (+0.2x) Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 (-1) Crit +10.0% Atk.spd 100% (-) Range +0 (-8) Proj.spd +0% (-600%) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 0.0(-2.0) Steam While equipped: Stats +4(+1) Con dps ---------- Phys.crit +0.0% (-4.0%) Phys.pwr +8 (+2 eff.) Res.pen +12% physical Acc +0 (+0 eff.) (-5 (-1 eff.)) ----- def ----- Disarm- +14% ---------- misc Talents +0(+-3) Ceasefire Sharp, short and deadly. Tap to cycle through comparison choices |
![]() inquisitor's voratun greatsword (171% power, 4 apr) 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Disrupt Power 171% (+106%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 (-6) Crit +5.0% Atk.spd 100% (-) Range +0 (-8) Proj.spd +0% (-600%) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor On Crit: + Deals 119 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Uses 0.0(-2.0) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-4.0%) Acc +0 (+0 eff.) (-5 (-1 eff.)) ---------- misc Talents +0(+-3) Ceasefire Massive two-handed swords. |
![]() voratun greatsword of ruin (173% power, 4 apr) 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Power 174% (+108%) Range: 1.6x (+0.5x) Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 (-6) Crit +5.0% Atk.spd 100% (-) Range +0 (-8) Proj.spd +0% (-600%) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 0.0(-2.0) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +16.0% (+12.0%) Crit.mult +27.00% Acc +0 (+0 eff.) (-5 (-1 eff.)) Apr +16 ---------- misc Talents +0(+-3) Ceasefire Massive two-handed swords. |
![]() Sword of Potential Futures (133% power, 10 apr) 3.0 T3 longsword 1H weapon Reqs Mag 24 Dex 24 [Unique] Arcane In the past there was a dagger with it. Power 134% (+68%) Range: 1.4x (+0.3x) Uses 20% Mag, 80% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +10 (-) Crit +8.0% Atk.spd 111% (+11%) Range +0 (-8) Proj.spd +0% (-600%) Melee+ +5 temporal Ranged+ +0(-15) physical Dmg.conv 30% temporal On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 0.0(-2.0) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-4.0%) Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal Acc +0 (+0 eff.) (-5 (-1 eff.)) ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Talents +0(+-3) Ceasefire Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() epiphanous living mindstar of clarity (111% power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 111% (+45%) Range: 1.1x (+0.0x) Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 (+30) Crit +5.0% Atk.spd 100% (-) Range +0 (-8) Proj.spd +0% (-600%) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 0.0(-2.0) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-4.0%) Mind.crit +9% Mind.pwr +13 (+3 eff.) Dmg.mod +15% mind Acc +0 (+0 eff.) (-5 (-1 eff.)) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Psi/m.crit +3.00 Max.psi +38.00 Talents +0(+-3) Ceasefire +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() projecting living mindstar of storms (113% power, 40 apr, nature damage) 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego++] Nature/Psionic Power 113% (+47%) Range: 1.1x (+0.0x) Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 (+30) Crit +5.0% Atk.spd 100% (-) Range +0 (-8) Proj.spd +0% (-600%) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 0.0(-2.0) Steam While equipped: Stats +4 Str +5 Dex +4 Mag +3 Wil +6 Cun +3(-) Con dps ---------- Phys.crit +0.0% (-4.0%) Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 14 lightning Dmg.mod +27% lightning +18% fire +12% cold Res.pen +14% lightning Acc +0 (+0 eff.) (-5 (-1 eff.)) ----- def ----- Resists +12% lightning ---------- misc Talents +0(+-3) Ceasefire +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() resonating living mindstar (115% power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 115% (+49%) Range: 1.1x (+0.0x) Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 (+30) Crit +5.0% Atk.spd 100% (-) Range +0 (-8) Proj.spd +0% (-600%) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 0.0(-2.0) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-4.0%) Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +4% mind Res.pen +7% mind Acc +0 (+0 eff.) (-5 (-1 eff.)) ----- def ----- Resists +7% mind Dmg.Resnn +22% ---------- misc Psi/ret +2.20 Talents +0(+-3) Ceasefire +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() resonating living mindstar of clarity (114% power, 40 apr, mind damage) 3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature/Psionic Power 114% (+48%) Range: 1.1x (+0.0x) Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 (+30) Crit +5.0% Atk.spd 100% (-) Range +0 (-8) Proj.spd +0% (-600%) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 0.0(-2.0) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-4.0%) Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +5% mind Res.pen +7% mind Acc +0 (+0 eff.) (-5 (-1 eff.)) ----- def ----- Resists +7% mind Dmg.Resnn +15% Mind.save +8 (+3 eff.) ---------- misc Psi/ret +1.50 Max.psi +37.00 Talents +0(+-3) Ceasefire +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
![]() halfling cured leather sling of piercing 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego++] Master Acc+ +0.2% base dam (max 20%) Apr +0 (-10) Atk.spd 100% (-) Range +7 (-1) Proj.spd +0% (-600%) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 0.0(-2.0) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-4.0%) Dmg.mod +11% physical Res.pen +7% all Acc +6 (+2 eff.) (+1 (+1 eff.)) Apr +6 ---------- misc Talents +0(+-3) Ceasefire Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() Ebonybright (111% power, 3 apr, lightning element) 5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Master Power 111% (+45%) Range: 1.2x (+0.1x) Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 (-7) Crit +3.0% Atk.spd 100% (-) Range +0 (-8) Proj.spd +0% (-600%) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 0.0(-2.0) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-4.0%) Spell.crit +11% Crit.mult +14.00% Spell.pwr +6 (+2 eff.) Mind.pwr +30 (+7 eff.) Dmg.mod +15% lightning +6% fire +9% mind Res.pen +15% mind +25% fire Acc +0 (+0 eff.) (-5 (-1 eff.)) Melee Ret 10 mind ----- def ----- Resists +20% darkness ---------- misc Talents +0(+-3) Ceasefire +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() Titan 4.0 T2 steamgun 1H weapon Reqs Dex 20 Shoot Steam Pool [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +20 (+10) Atk.spd 100% (-) Dmg.mult 175% Range +3 (-5) Proj.spd +600% (-) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 2.0(-) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-4.0%) Acc +0 (+0 eff.) (-5 (-1 eff.)) ---------- misc Talents +0(+-3) Ceasefire A gun sure to turn all to ash. As long as its nearby. Tap to cycle through comparison choices |
![]() truestriking dwarven-steel waraxe (121% power, 4 apr) 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Power 122% (+56%) Range: 1.4x (+0.3x) Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 (-6) Crit +4.5% Atk.spd 100% (-) Range +0 (-8) Proj.spd +0% (-600%) Ranged+ +0(-15) physical On Hit: - splashes acid on your target dealing 87 damage and reducing their armor Uses 0.0(-2.0) Steam While equipped: Stats +0(-3) Con dps ---------- Phys.crit +0.0% (-4.0%) Res.pen +7% physical Acc +12 (+3 eff.) (+7 (+2 eff.)) Apr +9 ---------- misc Talents +0(+-3) Ceasefire One-handed war axes. |
![]() elven-silk robe of life (0 def, 0 armour) 2.0 T5 cloth armor [Ego+] Nature While equipped: Stats +0(-11) Str +0(-5) Dex +0(-10) Mag +0(-12) Wil dps ---------- Phys.crit +0.0% (-9.0%) Spell.crit +0% (-9%) Mind.crit +0% (-10%) Phys.pwr +0 (+0 eff.) (-25 (-6 eff.)) Spell.pwr +0 (+0 eff.) (-23 (-6 eff.)) Mind.pwr +0 (+0 eff.) (-25 (-6 eff.)) Phys.spd +0% (-15%) Spell.spd +0% (-15%) Mind.spd +0% (-15%) ----- def ----- Armour +0 (-10) Defense +0 (+0 eff.) (-24 (-6 eff.)) Fatigue +0% (-8%) Resists +12% blight +0%(-26%) acid +0%(-19%) lightning +15% all Max.HP +63.00 HP.reg +3.20 Heal.mod +20% ---------- misc Light +0 (-3) Infravis +0 (-3) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy elven-silk robe of corrosion (+31%) (0 def, 0 armour) 2.0 T5 cloth armor [Ego] Nature/Disrupt While equipped: Stats +0(-11) Str +0(-5) Dex +0(-10) Mag +0(-12) Wil dps ---------- Phys.crit +0.0% (-9.0%) Spell.crit +0% (-9%) Mind.crit +0% (-10%) Phys.pwr +0 (+0 eff.) (-25 (-6 eff.)) Spell.pwr +0 (+0 eff.) (-23 (-6 eff.)) Mind.pwr +0 (+0 eff.) (-25 (-6 eff.)) Phys.spd +0% (-15%) Spell.spd +0% (-15%) Mind.spd +0% (-15%) Dmg.mod +21% acid On Melee Ret: * 9% chance to slow global speed by 69% * 7 arcane resource burn ----- def ----- Armour +0 (-10) Defense +0 (+0 eff.) (-24 (-6 eff.)) Fatigue +0% (-8%) Resists +31%(+5%) acid +0%(-19%) lightning +15% all ---------- misc Light +0 (-3) Infravis +0 (-3) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Magmajam (0 def, 11 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +15 Str +0(-24) Cun +8 Con dps ---------- Steam.crit +0% (-5%) Phys.pwr +10 (+2 eff.) Steampwr +0 (+0 eff.) (-5 (-1 eff.)) Acc +0 (+0 eff.) (-20 (-5 eff.)) Apr +0 (-15) Melee Ret 4 fire ----- def ----- Armour +11 Defense +0 (+0 eff.) (-12 (-3 eff.)) Fatigue +5% Resists +0%(-20%) fire Mind.save +6 (+2 eff.) Blind- +20% (-80%) Confus- +20% Pinning- +10% ---------- misc Infravis +0 (-8) Sight +0 (-2) See.Stealth +0 (-5) See.Invis +0 (-5) Masteries +0.00(-0.20) Steamtech/Physics +0.00(-0.20) Steamtech/Chemistry A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() insulating elven-silk wizard hat of lightning (+19%) (3 def, 0 armour) 2.0 T5 head armor [Ego] Nature While equipped: Stats +0(-24) Cun dps ---------- Steam.crit +0% (-5%) Steampwr +0 (+0 eff.) (-5 (-1 eff.)) Dmg.mod +13% lightning Acc +0 (+0 eff.) (-20 (-5 eff.)) Apr +0 (-15) ----- def ----- Defense +3 (+1 eff.) (-9 (-2 eff.)) Resists +19% lightning +8%(-12%) fire +9% cold Blind- +0% (-100%) ---------- misc Infravis +0 (-8) Sight +0 (-2) See.Stealth +0 (-5) See.Invis +0 (-5) Masteries +0.00(-0.20) Steamtech/Physics +0.00(-0.20) Steamtech/Chemistry A pointy cloth hat, very wizardly... |
![]() drakeskin leather armour of command (29 def, 16 armour) 9.0 T5 light armor Reqs Str 20 [Ego+] Psionic While equipped: Stats +0(-11) Str +0(-5) Dex +0(-10) Mag +0(-12) Wil +5 Cun dps ---------- Phys.crit +0.0% (-9.0%) Spell.crit +0% (-9%) Mind.crit +0% (-10%) Phys.pwr +0 (+0 eff.) (-25 (-6 eff.)) Spell.pwr +0 (+0 eff.) (-23 (-6 eff.)) Mind.pwr +0 (+0 eff.) (-25 (-6 eff.)) Phys.spd +0% (-15%) Spell.spd +0% (-15%) Mind.spd +0% (-15%) ----- def ----- Armour +16 (+6) Defense +29 (+7 eff.) (+5 (+1 eff.)) Fatigue +8% (-) Resists +0%(-19%) lightning +0%(-26%) acid Mind.save +17 (+6 eff.) ---------- misc Light +0 (-3) Infravis +0 (-3) A suit of armour made of leather. |
![]() nimble reinforced leather armour of the deep (21 def, 10 armour) 9.0 T4 light armor Reqs Str 18 [Ego++] Nature/Master While equipped: Stats +0(-11) Str +6(+1) Dex +0(-10) Mag +0(-12) Wil dps ---------- Phys.crit +0.0% (-9.0%) Spell.crit +0% (-9%) Mind.crit +0% (-10%) Phys.pwr +0 (+0 eff.) (-25 (-6 eff.)) Spell.pwr +0 (+0 eff.) (-23 (-6 eff.)) Mind.pwr +0 (+0 eff.) (-25 (-6 eff.)) Mov.spd +20% Phys.spd +0% (-15%) Spell.spd +0% (-15%) Mind.spd +0% (-15%) ----- def ----- Armour +10 (-) Defense +21 (+5 eff.) (-3 (-1 eff.)) Fatigue +8% (-) Resists +8%(-18%) acid +7% cold +0%(-19%) lightning ---------- misc Light +0 (-3) Infravis +0 (-3) Breathe water A suit of armour made of leather. |
![]() volcanic drakeskin leather armour of Toknor (20 def, 18 armour) 9.0 T5 light armor Reqs Str 20 [Ego++] Nature/Master While equipped: Stats +0(-11) Str +0(-5) Dex +0(-10) Mag +0(-12) Wil dps ---------- Phys.crit +4.0% (-5.0%) Spell.crit +0% (-9%) Mind.crit +0% (-10%) Crit.mult +10.00% Phys.pwr +9 (+2 eff.) (-16 (-4 eff.)) Spell.pwr +0 (+0 eff.) (-23 (-6 eff.)) Mind.pwr +0 (+0 eff.) (-25 (-6 eff.)) Phys.spd +0% (-15%) Spell.spd +0% (-15%) Mind.spd +0% (-15%) Melee+ 8 fire Ranged+ 8 fire ----- def ----- Armour +18 (+8) Defense +20 (+5 eff.) (-4 (-1 eff.)) Fatigue +8% (-) Resists +0%(-19%) lightning +23% physical +0%(-26%) acid +30% fire ---------- misc Light +0 (-3) Infravis +0 (-3) A suit of armour made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() dwarven lantern 'Salymitira' 1.0 T5 lite [Random Unique] Arcane/Master While equipped: dps ---------- Melee Ret 50 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 30 ----- def ----- Resists +9% nature +16% fire Crit.chn- 15.00% Die.at -20.00 life ---------- misc Light +9 (+4) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() survivor's brass lantern 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +12% ---------- misc Light +3 (-2) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 18] simple frost salve [power 18]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 77% cooldown modifier. Remove 1 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 224] simple healing salve [power 224]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 140% efficiency and 77% cooldown modifier. Heal 224 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 0.0 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. |
![]() 1.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By OrcSlinger the Orc Gunslinger level 16
24th Retaking 124th year of Ascendancy at 17:14 see stats
By OrcSlinger the Orc Gunslinger level 10
17th Retaking 124th year of Ascendancy at 11:49 see stats
By OrcSlinger the Orc Gunslinger level 20
30th Retaking 124th year of Ascendancy at 17:00 see stats
By OrcSlinger the Orc Gunslinger level 25
34th Retaking 124th year of Ascendancy at 07:27 see stats
By OrcSlinger the Orc Gunslinger level 11
18th Retaking 124th year of Ascendancy at 16:21 see stats
By OrcSlinger the Orc Gunslinger level 6
13rd Retaking 124th year of Ascendancy at 21:11 see stats
By OrcSlinger the Orc Gunslinger level 14
22nd Retaking 124th year of Ascendancy at 21:32 see stats
By OrcSlinger the Orc Gunslinger level 25
34th Retaking 124th year of Ascendancy at 12:29 see stats
Log
OrcSlinger attacks Yvodhera the black bear in a fit of paranoia.
OrcSlinger hits Yvodhera the black bear for 53 physical damage.
Talent Hold the Ground is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
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OrcSlinger casts Rune: Shatter Afflictions.
OrcSlinger is no longer pinned.
OrcSlinger regains their energy.
A shield forms around OrcSlinger.
OrcSlinger receives 385 healing.
Yvodhera the black bear has shook off the effects of their corrosion.
Yvodhera the black bear stops burning.
Burning from OrcSlinger hits Xedhewyn the wolf for 52 fire damage.
Burning from OrcSlinger hits Mayamina the war bear for 70 fire damage.
Yvodhera the black bear uses Dominate.
OrcSlinger has been dominated!
OrcSlinger roars with rage shaking off 1 mental debuffs!
Your shield crumbles under the damage!
The shield around OrcSlinger crumbles.
Yvodhera the black bear hits OrcSlinger for (52 flat reduction), (216 absorbed), 40 physical (40 total damage).
Talent Cloak Gesture is ready to use.
OrcSlinger attacks Yvodhera the black bear in a fit of paranoia.
Yvodhera the black bear notices you at the last moment!
OrcSlinger hits Yvodhera the black bear for 65 physical damage.
Mayamina the war bear has shook off the effects of their corrosion.
Burning from OrcSlinger hits Xedhewyn the wolf for 52 fire damage.
Burning from OrcSlinger hits Mayamina the war bear for 70 fire damage.
Yvodhera the black bear uses Slash.
Yvodhera the black bear performs a melee critical strike against OrcSlinger!