Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Zero Probability Doors 1.5.5Prevents Probability Travel triggering on doors. The behaviour can be toggled under Game Options - Gameplay - zero-probability doors. Defaults to true. Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. 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. 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 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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: Plenum Tooltip Custom Edit 1.7.2Plenum 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: Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: FlexSpec Respec Limitation Relaxer 1.5.5Starting Equipment 1.6.0 Use Alchemist Gems From Inventory 1.7.0Allows you to configure talents that use alchemist gems to prompt for gems to use from inventory instead of your wielded gems, via the "Prompt for alchemist gems to use with this talent" option on the right-click talent binding menu or the Talents dialog. Affected talents are:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Better Item Description 1.7.2This 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 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Gunslinger |
Level / Exp | 31 / 38% |
Size | small |
Lifes / Deaths | Killed by Aerumira the sandworm at level 30 on the 38th Regrowth 123rd year of Ascendancy at 18:26 / 2Killed by fire drake at level 31 on the 57th Regrowth 123rd year of Ascendancy at 20:17 |
Primary Stats
Strength | 33 (base 13) |
Dexterity | 82 (base 60) |
Constitution | 16 (base 11) |
Magic | 11 (base 11) |
Willpower | 19 (base 10) |
Cunning | 84 (base 60) |
Resources
Life | -222/735 |
Steam | 100/100 |
Equilibrium | 0 |
Psi | 109/109 |
Healing Factor | 1.4245771506546 |
Regeneration | 18.020900955781 |
Speed
Mental | +20% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Offense: Mainhand
Damage | 78 |
Accuracy | 68 |
Crit Chance | 41% |
APR | 17 |
Speed | 0.83 |
Offense: Offhand
Damage | 78 |
Accuracy | 68 |
Crit Chance | 41% |
APR | 17 |
Speed | 0.83 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Light | +18% |
Nature | +24% |
Physical | +33% |
Fire | +36% |
All | +8% |
Offense: Damage Penetration
Acid | +8% |
All | 0% |
Physical | +10% |
Fire | +5% |
Nature | +9% |
Defense: Base
Armour (hardiness) | 57 (49.007671158813%) |
Defense | 81 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 23 |
Mental Save | 39 |
Defense: Resistances
Acid | + 28%( 70%) |
Physical | + 7%( 70%) |
Cold | + 18%( 70%) |
All | 0%( 70%) |
Darkness | + 16%( 70%) |
Light | + 39%( 70%) |
Temporal | + 6%( 70%) |
Lightning | + 18%( 70%) |
Fire | + 19%( 70%) |
Nature | + 47%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Bleed Resistance | 20% |
Teleport Resistance | 20% |
Pinning Resistance | 70% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.3 steam per turn. Can be activated for an instant burst of 62 steam. 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 154% efficiency and cooldown mod of 68%. |
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 149% efficiency and cooldown mod of 59%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 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 Strength stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of bone giant dust. * '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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. 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 pouch of luminous horror dust. * You've found the needed honey tree root. * You've found the needed sandworm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
Equipment
On feet | Anti-Gravity Boots (9 def, 9 armour) Anti-Gravity Boots (9 def, 9 armour)3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +6 Str +5 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +9 Defense +9 (+1 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (108 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (183 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Quiver | pouch of voratun shots of torment (22/22, 167% power, 6 apr) pouch of voratun shots of torment (22/22, 167% power, 6 apr) 3.0 T5 shot ammo [Ego+] Psionic Power 168% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 22 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ---------- misc Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Wretchsteel the rough leather cap (16 def, 2 armour) Wretchsteel the rough leather cap (16 def, 2 armour) 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% physical Acc +4 (+1 eff.) Apr +2 ----- def ----- Armour +2 Defense +16 (+3 eff.) Fatigue +1% Resists +3% nature ---------- misc Light +4 A cap made of leather. |
On hands | Steam Powered Gauntlets (0 def, 13 armour) Steam Powered Gauntlets (0 def, 13 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +13 Disarm- +130% ---------- misc Talents +3 Iron Grip Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
Tool | Belikira [power 47] (25 cooldown) Belikira [power 47] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Phys.pwr +30 (+9 eff.) Acc +25 (+6 eff.) ----- def ----- Armour +10 ---------- misc Stam/turn +2.00 Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Glorabeth the gold ring Glorabeth the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +16% nature Res.pen +10% physical ----- def ----- Defense +20 (+4 eff.) Resists +32% nature Mind.save +15 (+5 eff.) Cut- +20% Pinning- +20% Stun/Frz- +10% Rings make your fingers look great! |
On fingers | Fireparry Fireparry0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Wil +3 Cun +4 Con dps ---------- Dmg.mod +14% acid Res.pen +5% fire ----- def ----- Resists +28% acid Spell.save +15 (+7 eff.) Mind.save +7 (+2 eff.) Max.HP +72.00 HP.reg +11.00 Heal.mod +12% ---------- misc Psi/ret +0.12 Max.stam +22.00 Rings make your fingers look great! |
Around neck | gold amulet 'Purepower' gold amulet 'Purepower'0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +18% fire +13% physical Apr +2 ----- def ----- Resists +12% nature Phys.save +19 (+7 eff.) Amulets make your neck look great! |
In main hand | swiftstrike stralite steamgun swiftstrike stralite steamgun 4.0 T4 steamgun 1H weapon [Ego+] Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +800% On Hit.r1 +0 20% chance of physical repulsion On Hit: * splashes acid on your target dealing 69 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +6 Cun dps ---------- Phys.spd +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | blurring rough leather belt blurring rough leather belt 1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +10 (+2 eff.) Stealth +6 A belt that goes around your waist. |
In off hand | Baryrig the Splendouridol Baryrig the Splendouridol 4.0 T3 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +8 light On Hit.r1 +0 20% chance of physical repulsion On Crit.r2 +8 acid +14 nature On Hit: 10% Overgrowth 3 On Hit: * splashes acid on your target dealing 70 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +4 Dex dps ---------- Res.pen +8% acid +9% nature Apr +7 ----- def ----- Resists +6% temporal +6% light +6% cold HP.reg +1.40 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | Areharasta the linen cloak (23 def, 6 armour) Areharasta the linen cloak (23 def, 6 armour) 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +23 (+4 eff.) Resists +18% lightning +12% cold +3% light +3% darkness Disarm- +20% Stun/Frz- +30% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cured leather armour 'Isowen' (38 def, 17 armour) cured leather armour 'Isowen' (38 def, 17 armour) 9.0 T2 light armor [Rare] Master While equipped: Stats +7 Str dps ---------- Melee Ret 30 physical ----- def ----- Armour +17 Defense +38 (+7 eff.) Fatigue +8% Resists +7% physical +13% darkness +9% fire Max.HP +100.00 Heal.mod +15% Teleport- +20% ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 1.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 123% / cooldown 55%) medical injector implant (efficiency 123% / cooldown 55%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the psychic (efficiency 137% / cooldown 64%) medical injector implant of the psychic (efficiency 137% / cooldown 64%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 64%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the titan (efficiency 109% / cooldown 93%) medical injector implant of the titan (efficiency 109% / cooldown 93%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 109% efficiency and cooldown mod of 93%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant (steam 11) steam generator implant (steam 11)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.6 steam per turn. Can be activated for an instant burst of 53 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the warrior (steam 9) steam generator implant of the warrior (steam 9)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 45 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 814%; cd 9) movement infusion of the sneak (speed 814%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 814% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 15%; magical; dur 4; cd 10) wild infusion (res 15%; magical; dur 4; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 45; cd 18) shatter afflictions rune (absorb 45; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 45 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Back Support 2 schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Lightninglace Lightninglace0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +6 Cun dps ---------- Mind.crit +4% On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Resists +6% lightning ---------- misc Masteries +0.10 Steamtech/Gunner training Amulets make your neck look great! |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying steel amulet of healing clarifying steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +14% mind Heal.mod +10% Cut- +50% Confus- +21% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 239 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Huroradin' steel amulet 'Huroradin'0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Dex +5 Mag +8 Wil dps ---------- Spell.crit +3% Spell.pwr +19 (+14 eff.) Dmg.mod +5% acid +4% fire +5% cold +5% lightning Phasing +20% Amulets make your neck look great! |
warrior's steel amulet of mastery (0.15 Steamtech / Automation) warrior's steel amulet of mastery (0.15 Steamtech / Automation)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Masteries +0.15 Steamtech/Automation Amulets make your neck look great! |
Nozor Nozor0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Fatigue -5% Phys.save +8 (+3 eff.) Spell.save +15 (+7 eff.) Mind.save +6 (+2 eff.) ---------- misc Max.enc +25 Mana/s.crit +1.00 Max.mana +20.00 Rings make your fingers look great! |
Xeryrin the Sootwitch Xeryrin the Sootwitch0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +27% acid Res.pen +10% darkness +25% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 18% * 20% chance to reduce armor by 16% ----- def ----- Resists +18% acid Max.HP +28.00 Disarm- +30% Pinning- +30% Knockbk- +32% Rings make your fingers look great! |
Breniromirain the Murkkiss Breniromirain the Murkkiss0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Acc +9 (+2 eff.) Apr +10 On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Defense +13 (+2 eff.) Resists +3% physical Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 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! |
gold ring 'Besin' gold ring 'Besin'0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +4 Mag +4 Cun +4 Con dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +11 (+10 eff.) Res.pen +10% physical Acc +10 (+3 eff.) ----- def ----- Mind.save +8 (+3 eff.) Die.at -60.00 life Confus- +29% Rings make your fingers look great! |
stralite quartz ring stralite quartz ring0.1 T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.pwr +14 (+5 eff.) Spell.pwr +15 (+12 eff.) Mind.pwr +11 (+5 eff.) Dmg.mod +23% acid +12% light +5% all ----- def ----- Resists +43% acid +9% light +5% arcane Silence- +33% Stun/Frz- +30% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
stralite ring 'Shiverguile' stralite ring 'Shiverguile'0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str dps ---------- Dmg.mod +16% nature Res.pen +25% cold ----- def ----- Armour +8 Resists +9% fire +32% nature +6% cold Mind.save +10 (+3 eff.) Confus- +33% Rings make your fingers look great! |
dwarven-steel greatmaul (153% power, 2 apr) dwarven-steel greatmaul (153% power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 153% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
flaming stralite longsword of the mystic (142% power, 5 apr) flaming stralite longsword of the mystic (142% power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane Power 142% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +12 (+10 eff.) Sharp, long, and deadly. |
blazebringer's dwarven-steel mace of massacre (140% power, 4 apr) blazebringer's dwarven-steel mace of massacre (140% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature/Master Power 140% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +25 fire While equipped: dps ---------- All.spd +4% Res.pen +5% fire Blunt and deadly. |
dwarven-steel waraxe 'Eilinunor' (119% power, 4 apr) dwarven-steel waraxe 'Eilinunor' (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 120% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +6.5% Atk.spd 100% Melee+ +8 mind While equipped: Stats +7 Str +2 Dex dps ---------- Dmg.mod +10% physical Res.pen +15% mind Acc +43 (+11 eff.) ---------- misc Hate/m.crit +5.00 Infravis +3 One-handed war axes. |
balanced steel steamsaw of evisceration (111% power, 0 apr) balanced steel steamsaw of evisceration (111% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 111% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +24 On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+3 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +3 Defense +9 (+1 eff.) Fatigue +6% Disarm- +22% ---------- misc 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! |
reinforced leather sling of true flight reinforced leather sling of true flight4.0 T4 sling 1H weapon [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +8.0% Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
runic stralite steamgun of recursion runic stralite steamgun of recursion4.0 T4 steamgun 1H weapon [Ego++] Arcane/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Arcane Vortex 4 On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Spell.pwr +7 (+7 eff.) Dmg.mod +9% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
storming quiver of yew arrows (17/17, 144% power, 10 apr) storming quiver of yew arrows (17/17, 144% power, 10 apr)3.0 T3 arrow ammo [Ego] Nature Power 144% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Ranged+ +24 lightning On Crit.r2 +11 lightning Arrows are used with bows to pierce your foes to death. |
crackling dwarven-steel shield of crushing (0 def, 6 armour, 146% power, 82 block) crackling dwarven-steel shield of crushing (0 def, 6 armour, 146% power, 82 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 147% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +12 lightning On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Dex dps ---------- Phys.crit +8.0% Phys.pwr +7 (+3 eff.) Melee Ret 4 lightning ----- def ----- Armour +6 Fatigue +8% Resists +12% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield (0 def, 6 armour, 140% power, 81 block) dwarven-steel shield (0 def, 6 armour, 140% power, 81 block)7.0 T3 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 141% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of acid resistance (+20%) (0 def, 12 armour, 138% power, 129 block) reinforced dwarven-steel shield of acid resistance (+20%) (0 def, 12 armour, 138% power, 129 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 139% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +129 While equipped: ----- def ----- Armour +12 Fatigue +8% Resists +20% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Samudunakath the woollen robe (0 def, 4 armour) Samudunakath the woollen robe (0 def, 4 armour)2.0 T2 cloth armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +30 (+9 eff.) Dmg.mod +18% acid Res.pen +20% physical Apr +6 Melee Ret 6 acid ----- def ----- Armour +4 Resists +27% acid +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour 'Belilravena' (27 def, 18 armour) drakeskin leather armour 'Belilravena' (27 def, 18 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Dex +1 Wil +9 Cun dps ---------- Melee Ret 0 physical ----- def ----- Armour +18 Defense +27 (+5 eff.) Fatigue +8% Resists +10% acid +10% cold +3% nature Spell.save +15 (+7 eff.) Max.HP +59.00 HP.reg +7.20 Heal.mod +12% ---------- misc Light +2 Breathe water A suit of armour made of leather. |
prismatic dwarven-steel mail armour of fire resistance (3 def, 8 armour) prismatic dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+0 eff.) Fatigue +12% Resists +17% fire +10% light +12% darkness A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+2 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
enlightening stralite plate armour (0 def, 13 armour) enlightening stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego+] Psionic While equipped: Stats +7 Cun +6 Wil ----- def ----- Armour +13 Fatigue +22% Mind.save +11 (+4 eff.) A suit of armour made of metal plates. |
rough leather belt of unlife rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Corpsewake the pair of hardened leather boots (0 def, 3 armour) Corpsewake the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +5.0% Dmg.mod +6% physical On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +3 Resists +7% fire +3% physical +8% cold A pair of boots made of leather. |
pair of dwarven-steel boots 'Silyratira' (10 def, 4 armour) pair of dwarven-steel boots 'Silyratira' (10 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Apr +3 ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue -3% Crit.dmg- 15.00% Phys.save +8 (+3 eff.) Die.at -40.00 life ---------- misc Max.enc +25 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layoriatha the rough leather hat (25 def, 1 armour) Layoriatha the rough leather hat (25 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +1 Defense +25 (+5 eff.) Fatigue +1% Resists +6% cold +6% fire +1% physical Phys.save +3 (+1 eff.) Silence- +10% A hat made of leather. Very stylish. |
linen wizard hat of the Brotherhood (1 def, 0 armour) linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +3 Mag +1 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Ce'Netira (0 def, 3 armour) Ce'Netira (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Phys.pwr +10 (+4 eff.) Acc +30 (+8 eff.) ----- def ----- Armour +3 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 143.2 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Zelesaneg the dwarven-steel helm (0 def, 4 armour) Zelesaneg the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Str +8 Mag +13 Wil +2 Con dps ---------- Spell.crit +3% Dmg.mod +11% blight +12% arcane Res.pen +5% arcane Melee Ret 4 arcane ----- def ----- Armour +4 Fatigue +4% Resists +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 spinel 12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
10 ametrine 10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal 13 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 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. |
8 amethyst 8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
319 alchemist agate 319 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
bright alchemist's lamp of health bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
great fiery salve [power 31] great fiery salve [power 31]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 68% cooldown modifier. Remove 2 magical effects and grants a fiery aura (31% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 27] powerful frost salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 68% cooldown modifier. Remove 2 physical effects and grants a frost aura (27% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 225] simple healing salve [power 225]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 68% cooldown modifier. Heal 225 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 316] powerful pain suppressor salve [power 316]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 68% cooldown modifier. Let you fight up to -316 life and reduces all damage by 20% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
powerful water salve [power 27] powerful water salve [power 27]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 154% efficiency and 68% cooldown modifier. Remove 2 mental effects and grants a water aura (27% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of clear mind 'Winterransom' [power 2] (25 cooldown) steel torque of clear mind 'Winterransom' [power 2] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Res.pen +25% arcane Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing dwarven-steel torque of mindblast [power 210] (15 cooldown) cleansing dwarven-steel torque of mindblast [power 210] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 227 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Haligen [power 255] (15 cooldown) Haligen [power 255] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Str +9 Mag ----- def ----- Resists +9% mind +15% acid Crit.dmg- 10.00% ---------- misc Light +3 Wards +4 blight +4 fire +3 arcane +4 lightning Talents +1 Ward Fire a magical bolt dealing 275 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Hal "Guns Linger" Fling the Halfling Gunslinger level 28
5th Regrowth 123rd year of Ascendancy at 00:10 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 30
18th Regrowth 123rd year of Ascendancy at 12:00 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 24
7th Decay 122nd year of Ascendancy at 23:48 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 23
77th Haze 122nd year of Ascendancy at 06:49 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 28
4th Regrowth 123rd year of Ascendancy at 23:41 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 10
23rd Haze 122nd year of Ascendancy at 23:58 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 20
60th Haze 122nd year of Ascendancy at 02:41 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 30
18th Regrowth 123rd year of Ascendancy at 05:35 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 28
5th Regrowth 123rd year of Ascendancy at 00:10 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 27
2nd Regrowth 123rd year of Ascendancy at 23:14 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 28
5th Regrowth 123rd year of Ascendancy at 00:10 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 11
25th Haze 122nd year of Ascendancy at 21:57 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 9
14th Haze 122nd year of Ascendancy at 13:27 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 28
5th Regrowth 123rd year of Ascendancy at 00:10 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 17
47th Haze 122nd year of Ascendancy at 22:51 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 22
76th Haze 122nd year of Ascendancy at 05:02 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 14
37th Haze 122nd year of Ascendancy at 02:59 see stats
By Hal "Guns Linger" Fling the Halfling Gunslinger level 30
38th Regrowth 123rd year of Ascendancy at 18:26 see stats
Log
Fire drake hits Fire drake hatchling for 0 fire damage.
Lava floor hits Fire drake hatchling for 0 fire damage.
Fire wyrm hits Hal "Guns Linger" Fling for (28 flat reduction), 281 physical (281 total damage).
Lava floor hits Fire drake hatchling for 0 fire damage.
Lava floor hits Fire drake hatchling for 0 fire damage.
Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hits Hal "Guns Linger" Fling for (28 flat reduction), 130 fire (130 total damage).
Lava floor hits Fire wyrm for 0 fire damage.
Lava floor hits Fire drake hatchling for 0 fire damage.
Lava floor hits Fire drake for 0 fire damage.
Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hits Hal "Guns Linger" Fling for (28 flat reduction), 128 fire (128 total damage).
Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hits Fire drake hatchling for 0 fire damage.
Lava floor hits Fire drake hatchling for 0 fire damage.
Lava floor hits Fire drake for 0 fire damage.
Lava floor hits Fire drake for 0 fire damage.
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hits Hal "Guns Linger" Fling for (28 flat reduction), 128 fire (128 total damage).
Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hits Fire drake hatchling for 0 fire damage.
Fire drake hits Something for 0 fire damage.
Fire drake hits Fire drake hatchling for 0 fire damage.
Burning from Fire drake hits Fire drake hatchling for 0 fire damage.
Lava floor hits Fire drake for 0 fire damage.
Burning from Fire drake hits Hal "Guns Linger" Fling for (28 flat reduction), 181 fire (181 total damage).
Hal "Guns Linger" Fling the level 31 halfling gunslinger was blazed to death by a fire drake on level 1 of Dreadfell.
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Hal "Guns Linger" Fling deactivates his cloak's restoration systems.