Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release ASCII/Modern Graphics Mode 1.7.0Request from impsy on the Discord. Modifies the "Modern" graphics mode to use ASCII tiles with backgrounds for terrain and some other elements, while using the Modern high quality graphics for creatures, items, and projectiles. To use, your Graphics mode MUST be set to "Modern", not "ASCII" or "ASCII w/ Backgrounds". Unusual graphical issues may result, due to the mixing of graphics modes, especially with talents that create terrain. 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:
Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Always center your character 1.5.5Always center your character Items Vault 1.7.6Donators/Buyers bonus! 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: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Possessor Bonus Class 1.7.4Donators/Buyers bonus! Custom Difficulty 1.7.6Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. 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: Extra Hotkeys 1.6.7Adds 36 hotkey slots in addition to the default 60, allowing you to put 36 more talents or items on your talent bar. Changelog1.0.0: Weight: 8314756 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Halfling |
Class | Gunslinger |
Level / Exp | 21 / 25% |
Size | small |
Lifes / Deaths | Killed by Ce'Nitha the dredge captain at level 21 on the 48th Haze 122nd year of Ascendancy at 18:08 / 1 |
Primary Stats
Strength | 16 (base 13) |
Dexterity | 54 (base 50) |
Constitution | 17 (base 11) |
Magic | 10 (base 10) |
Willpower | 16 (base 10) |
Cunning | 51 (base 41) |
Resources
Life | -185/463 |
Steam | 99/100 |
Healing Factor | 1.062941519274 |
Regeneration | 4.5175014569146 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 1 |
See Stealth | 2 |
Offense: Mainhand
Damage | 50 |
Accuracy | 62 |
Crit Chance | 38% |
APR | 22 |
Speed | 1.00 |
Offense: Offhand
Damage | 50 |
Accuracy | 62 |
Crit Chance | 38% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 15% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +17% |
Acid | +15% |
Light | +4% |
Nature | +15% |
Mind | +15% |
Physical | +23% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +25% |
Lightning | +5% |
Defense: Base
Armour (hardiness) | 51 (68.594633868923%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 19 |
Mental Save | 26 |
Defense: Resistances
Lightning | + 45%( 70%) |
Temporal | + 35%( 70%) |
All | + 21%( 70%) |
Physical | + 30%( 70%) |
Fire | + 23%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Knockback Resistance | 40% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 13% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Constitution 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 145% efficiency and cooldown mod of 77%. Its effects scale with your Dexterity 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 118% efficiency and cooldown mod of 62%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Automation | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Bullets mastery | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 4/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
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. | 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: * You've found the needed green worm. * You've found the needed xorn fragment. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * '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.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
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 |
Equipment
On feet | Arcbrace (0 def, 3 armour) =PhyPwr,Acc= Arcbrace (0 def, 3 armour) =PhyPwr,Acc=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) Ignore resists +5% lightning Accuracy +10 (+2 eff.) defense ------ Armor +3 Resistance +6% lightning +6% temporal other ------- Max stamina +10.00 Talents +3 Rocket Boots A pair of boots made of leather. |
Quiver | barbed pouch of steel shots of crippling (18/19, 136% power, 2 apr) =Barb,Cripple= barbed pouch of steel shots of crippling (18/19, 136% power, 2 apr) =Barb,Cripple=3.0 Encumbrance T2 shot ammo [Ego++] Master Weapon Damage 137% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +16.5% Capacity 19 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +2 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | Tunaristir the alchemist's lamp =Phy{C,P},Acc,Lite8= Tunaristir the alchemist's lamp =Phy{C,P},Acc,Lite8=1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +15 (+4 eff.) Damage +4% light Ignore resists +10% mind Accuracy +30 (+7 eff.) other ------- Light +9 See Stealth +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | NOTE: Head linen wizard hat 'Scorchwire' (1 def, 4 armour) =PhyPwr=linen wizard hat 'Scorchwire' (1 def, 4 armour) =PhyPwr= 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Power +25 (+7 eff.) Damage +11% lightning +3% fire +3% physical Accuracy +4 (+1 eff.) defense ------ Armor +4 Defense +1 (+1 eff.) Resistance +16% lightning +3% fire other ------- Max stamina +20.00 Light +4 A pointy cloth hat, very wizardly... |
On hands | iron gauntlets 'Chalahell' (0 def, 1 armour) =PhyPwr,Stun-,Hp/= iron gauntlets 'Chalahell' (0 def, 1 armour) =PhyPwr,Stun-,Hp/=1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +12% temporal Crit Resistance 5.00% Life Regen +4.00 Stun Resist +20% other ------- Talents +2 Flash Powder Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Huryhir the iron pickaxe (dig speed 29 turns) =Arm,PftStk= Huryhir the iron pickaxe (dig speed 29 turns) =Arm,PftStk=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Critical power +5.00% Ignore resists +15% mind Ignore Armor +6 defense ------ Armor +10 Physical save +3 (+2 eff.) other ------- Infravision +1 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | copper ring of pilfering =Acc,Apr,Def= copper ring of pilfering =Acc,Apr,Def=0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+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! |
On fingers | rogue's copper ring of the mountain (+11%) rogue's copper ring of the mountain (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +11% physical defense ------ Defense +4 (+1 eff.) Resistance +11% physical Rings make your fingers look great! |
Around neck | Zubarialdanor =-Hp,Def,Conf-,{C,P}Pwr= Zubarialdanor =-Hp,Def,Conf-,{C,P}Pwr=0.1 Encumbrance T3 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil offense ------ Critical power +15.00% Physical Power +10 (+3 eff.) Mindpower +10 (+5 eff.) Ignore Armor +2 defense ------ Defense +30 (+8 eff.) Mind save +8 (+4 eff.) Unlife -60.00 life Confus Resist +13% Amulets make your neck look great! |
In main hand | NOTE: gun1 steel steamgun of true flight =Rng7,PhyCrt,Acc=steel steamgun of true flight =Rng7,PhyCrt,Acc= 4.0 Encumbrance T2 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-Hit, radius 1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Physical Crit +6.0% Accuracy +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Mighty Girdle Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Defense +10 (+3 eff.) Fatigue -10% Slow Projectiles +25% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | strafer's steel steamgun =t2,StrafeCD= strafer's steel steamgun =t2,StrafeCD=4.0 Encumbrance T2 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-Hit, radius 1 +14 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Accuracy +8 (+2 eff.) other ------- Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Erelovon the Airwrecker (10 def, 6 armour) =Def,Arm,Apr,Acc,PhyMod= Erelovon the Airwrecker (10 def, 6 armour) =Def,Arm,Apr,Acc,PhyMod=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +6% lightning +9% physical Accuracy +10 (+2 eff.) Ignore Armor +4 defense ------ Armor +6 Defense +10 (+3 eff.) Resistance +9% lightning Physical save +16 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 23 armour) =Def,Arm= Spider-Silk Robe of Spydrë (10 def, 23 armour) =Def,Arm=2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 poison 20 physical 20 nature slow defense ------ Armor +23 Hardiness +30% Defense +10 (+3 eff.) Fatigue +1% Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
regeneration infusion of the titan (heal 424; 15 cd) regeneration infusion of the titan (heal 424; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 424 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 34; dur 4; cd 16) acid wave rune (damage 34; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 34.50 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 203; dur 3; cd 17) shielding rune of the sneak (absorb 203; dur 3; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 203 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Air Recycler schematic: Air Recycler0.1 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: Alchemist's Helper schematic: Alchemist's Helper0.1 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: Antimagic Shell schematic: Antimagic 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. |
5 schematic: Armour Reinforcement 5 schematic: Armour Reinforcement0.1 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. |
3 schematic: Back Support 3 schematic: Back Support0.1 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. |
3 schematic: Corrosive Shell 3 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. |
schematic: Flare Shell schematic: Flare 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. |
3 schematic: Flash Powder 3 schematic: Flash Powder0.1 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. |
3 schematic: Focus Lens 3 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: Headlamp 2 schematic: Headlamp0.1 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. |
3 schematic: Healing Salve 3 schematic: Healing Salve0.1 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 Grip 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. |
2 schematic: Magnetic Shell 2 schematic: Magnetic 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: Rustproof Coating 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. |
3 schematic: Second Skin 3 schematic: Second Skin0.1 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: Spike Attachment schematic: Spike Attachment0.1 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: Spring Grapple 2 schematic: Spring Grapple0.1 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: Steamgun 2 schematic: Steamgun0.1 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: Steamsaw 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 Coating 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. |
2 schematic: Voltaic Shell 2 schematic: Voltaic 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. |
NOTE: neck Feathersteel Amulet =Def,SlowProj=Feathersteel Amulet =Def,SlowProj= 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Tempestpulverizer =4Con= Tempestpulverizer =4Con=0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str +4 Con offense ------ Damage +3% lightning When Hit 6 temporal defense ------ Resistance +3% temporal +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
copper ring of luminosity =2Mag= copper ring of luminosity =2Mag=0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 11 light On-Ranged-Hit 10 light Damage +10% light Rings make your fingers look great! |
Vargh Redemption =6Con= Vargh Redemption =6Con=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.03 cold and 11.11 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
iron greatmaul 'Yvotira' (118% power, 1 apr) iron greatmaul 'Yvotira' (118% power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Arcane Weapon Damage 118% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +8 arcane On-Hit, radius 1 +20 mind On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +4 Cun offense ------ Damage +9% mind defense ------ Resistance +5% arcane Massive two-handed mauls. |
Scaldrazor the steel mace (111% power, 3 apr) Scaldrazor the steel mace (111% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Disrupt Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * 14 arcane resource burn While equipped: offense ------ Damage +12% light +3% fire Ignore resists +10% fire When Hit 8 fire On-Hit (Melee): * 20% chance to reduce damage dealt by 19% defense ------ Resistance +6% light Blunt and deadly. |
Umbral Razor (129% power, 10 apr) =4Mag= Umbral Razor (129% power, 10 apr) =4Mag=1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 46.19 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
horrifying vined mindstar of storms (81% power, 18 apr, mind damage) =1Mag= horrifying vined mindstar of storms (81% power, 18 apr, mind damage) =1Mag=3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 82% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str +1 Dex +1 Mag +2 Wil +2 Cun +2 Con offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 8 lightning 4 mind 5 darkness Damage +5% lightning +5% mind +2% darkness Ignore resists +6% lightning defense ------ Resistance +6% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Relgalethad (65% power, 0 apr) =4Con= Relgalethad (65% power, 0 apr) =4Con=3.0 Encumbrance T1 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 104% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 On-Hit, radius 1 +0 20% chance of physical repulsion Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Con offense ------ Accuracy +7 (+2 eff.) defense ------ Armor +2 Defense +7 (+2 eff.) Fatigue +4% Resistance +5% arcane +6% fire Mind save +3 (+1 eff.) Disarm Resist +23% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
mighty iron steamgun =1Str,PhyPwr= mighty iron steamgun =1Str,PhyPwr=4.0 Encumbrance T1 steamgun 1H weapon [Ego] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +1 Str offense ------ Physical Power +5 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown iron steamgun of enduring =6Con= overgrown iron steamgun of enduring =6Con=4.0 Encumbrance T1 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion On Hit: 10% Overgrowth level 1 Uses 2.0 Steam While equipped: Stats +6 Con +6 Wil defense ------ Life +10.00 Life Regen +0.60 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of acid =PhyPwr,rng7= mighty steel steamgun of acid =PhyPwr,rng7=4.0 Encumbrance T2 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +6 acid On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +6 (+2 eff.) Damage +10% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
dwarven-steel steamgun 'Flashsun' =t3,elemental= dwarven-steel steamgun 'Flashsun' =t3,elemental=4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Arcane/Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +9 lightning +12 fire +10 acid On-crit, radius 2 +38 fire Uses 2.0 Steam While equipped: offense ------ Global Speed +6% Damage +13% lightning +8% acid Ignore resists +10% darkness +28% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of dwarven-steel shots of disruption (23/23, 144% power, 3 apr) =t3,AM= pouch of dwarven-steel shots of disruption (23/23, 144% power, 3 apr) =t3,AM=3.0 Encumbrance T3 shot ammo [Ego+] Disrupt Weapon Damage 144% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 23 Damage Against +10% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Shots are used with slings to pummel your foes to death. |
Xaniyawen the Snowslice (0 def, 0 armour) =3Mag= Xaniyawen the Snowslice (0 def, 0 armour) =3Mag=2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Mind Crit +2% Spellpower +3 (+3 eff.) Mindpower +3 (+2 eff.) Damage +15% temporal +7% arcane +15% cold Ignore resists +5% mind defense ------ Resistance +10% temporal +3% mind +9% all Mind save +16 (+8 eff.) other ------- Max mana +14.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour of Toknor (3 def, 2 armour) =Phy{C,P},CrtPwr= rough leather armour of Toknor (3 def, 2 armour) =Phy{C,P},CrtPwr=9.0 Encumbrance T1 light armor [Ego+] Master While equipped: offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
enveloping linen cloak of the Shaloren (6 def, 0 armour) =1Mag= enveloping linen cloak of the Shaloren (6 def, 0 armour) =1Mag=2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil defense ------ Defense +6 (+2 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Dimsweep' (1 def, 0 armour) =4Con= linen cloak 'Dimsweep' (1 def, 0 armour) =4Con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Dex +1 Wil +4 Con offense ------ Damage +3% darkness +6% cold defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of rough leather boots (0 def, 1 armour) =Enc= traveler's pair of rough leather boots (0 def, 1 armour) =Enc=2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -5% Physical save +5 (+3 eff.) other ------- Encumbrance +23 A pair of boots made of leather. |
undeterred pair of rough leather boots (0 def, 1 armour) =Undeterred= undeterred pair of rough leather boots (0 def, 1 armour) =Undeterred=2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +21% Confus Resist +20% Stun Resist +20% A pair of boots made of leather. |
hardened leather gloves of magic (+3) (0 def, 2 armour) =3Mag= hardened leather gloves of magic (+3) (0 def, 2 armour) =3Mag=1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +5% arcane defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Jetjeer the linen wizard hat (1 def, 0 armour) =3Mag= Jetjeer the linen wizard hat (1 def, 0 armour) =3Mag=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Mag offense ------ Spell Crit +2% Critical power +5.00% When Hit 8 cold On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +6% temporal Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A pointy cloth hat, very wizardly... |
rough leather hat 'Hathuyahad' (0 def, 1 armour) =5Con= rough leather hat 'Hathuyahad' (0 def, 1 armour) =5Con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Cun +5 Con offense ------ Physical Power +3 (+1 eff.) Damage +9% mind Ignore resists +15% mind defense ------ Armor +1 Fatigue +1% Resistance +2% physical A hat made of leather. Very stylish. |
Emeligalaith (0 def, 3 armour) =breathewater= Emeligalaith (0 def, 3 armour) =breathewater=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Str +3 Wil +2 Con offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Armor +3 Fatigue +5% Resistance +6% cold Crit Resistance 15.00% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour) =Arm,Stun-= Quasit's Skull (0 def, 12 armour) =Arm,Stun-=3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
16 agate 16 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. |
8 spinel 8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
6 ametrine 6 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. |
9 citrine 9 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. |
5 zircon 5 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. |
2 opal 2 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. |
3 topaz 3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 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. |
onyx 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. |
2 quartz 2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
123 alchemist agate 123 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. |
Beildir the Natureorder =3Con= Beildir the Natureorder =3Con=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Str +1 Dex +3 Con offense ------ Damage +9% nature +0% light On-Hit (Melee): * 10% chance to slow global speed by 50% defense ------ Resistance +9% mind Mind save +5 (+2 eff.) other ------- Light +3 See Stealth +6 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Frostbloom' =2Mag= alchemist's lamp 'Frostbloom' =2Mag=1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +2 Dex +2 Mag +3 Con defense ------ Armor +6 Resistance +7% blight +6% cold +9% nature +3% lightning Life Regen +3.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor 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 135] simple healing salve [power 135]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 135 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent healing salve [power 178] potent healing salve [power 178]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 178 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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) 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. |
Arina [power 200] (15 cooldown) =4Con= Arina [power 200] (15 cooldown) =4Con=2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +1 Cun +4 Con offense ------ Physical Crit +1.0% defense ------ Resistance +6% nature Unlife -40.00 life other ------- Stamina/turn +3.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 246 physical damage Puts all charms on 15 turn cooldown 100% to heal for 52. Torques are made by powerful psionics to store psionic powers. |
Hellsmasher the elm totem of healing [power 116] (15 cooldown) =1Mag= Hellsmasher the elm totem of healing [power 116] (15 cooldown) =1Mag=2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Str +1 Mag +1 Wil offense ------ Ignore resists +5% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% lightning Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Dawnpassion' [power 110] (15 cooldown) =Heal= elm totem of healing 'Dawnpassion' [power 110] (15 cooldown) =Heal=2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +5% cold defense ------ Resistance +6% temporal Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Morliile the Halfling Gunslinger level 14
19th Haze 122nd year of Ascendancy at 09:27 see stats
By Morliile the Halfling Gunslinger level 10
7th Haze 122nd year of Ascendancy at 23:47 see stats
By Morliile the Halfling Gunslinger level 20
38th Haze 122nd year of Ascendancy at 02:10 see stats
By Morliile the Halfling Gunslinger level 11
9th Haze 122nd year of Ascendancy at 11:36 see stats
By Morliile the Halfling Gunslinger level 11
10th Haze 122nd year of Ascendancy at 18:41 see stats
By Morliile the Halfling Gunslinger level 17
32nd Haze 122nd year of Ascendancy at 20:54 see stats
Log
Ce'Nitha the dredge captain feels pain again.
Talent Strafe is ready to use.
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Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Morliile strafes with her steamguns!
Morliile's Strafe hits Ce'Nitha the dredge captain for 87 physical damage.
Morliile's Strafe hits Ce'Nitha the dredge captain for 90 physical damage.
Ce'Nitha the dredge captain casts Speed Sap.
Morliile is wasting away!
Morliile slows down.
Ce'Nitha the dredge captain speeds up.
Ritch flamespitter spits flames!
Ce'Nitha the dredge captain hits Morliile for (12 flat reduction), 10 temporal (10 total damage).
Ritch flamespitter hits Morliile for (12 flat reduction), 58 fire (58 total damage).
Morliile is no longer evading attacks.
Talent Double Shots is ready to use.
Wasting from Ce'Nitha the dredge captain hits Morliile for (12 flat reduction), 5 temporal (5 total damage).
Ce'Nitha the dredge captain casts Moonlight Ray.
Ce'Nitha the dredge captain's spell attains critical power!
Ce'Nitha the dredge captain is surging arcane power.
Morliile tries to evade attacks.
Glorirathra the rogue sapper is knocked back!
Ce'Nitha the dredge captain hits Morliile for (12 flat reduction), 219 darkness (219 total damage).
Ce'Nitha the dredge captain's prismatic repulsion area effect hits Glorirathra the rogue sapper for 11 light, 14 darkness (25 total damage).
Fire drake's devouring flames area effect hits Glorirathra the rogue sapper for 15 fire damage.
Morliile the level 21 halfling gunslinger was shadowed to death by Ce'Nitha the dredge captain on level 2 of The Maze.
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Morliile deactivates her cloak's restoration systems.
Morliile reloads.