












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Female |
| Race | Cornac |
| Class | Gunslinger |
| Level / Exp | 25 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by Aerakira the elven cultist at level 25 on the 25th Regrowth 123rd year of Ascendancy at 22:44 / 1 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 62 (base 51) |
| Constitution | 13 (base 11) |
| Magic | 13 (base 10) |
| Willpower | 15 (base 10) |
| Cunning | 61 (base 52) |
Resources
| Life | -308/528 |
| Steam | 14/118 |
| Healing Factor | 1.5783363011315 |
| Regeneration | 6.7079292798088 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 1 |
| Infravision | 5 |
| See Stealth | 47.00509941239 |
| See Invisible | 46.00509941239 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 57 |
| Crit Chance | 26% |
| APR | 6 |
| Speed | 1.36 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +20% |
| Temporal | +8% |
| Fire | +31% |
| Physical | +12% |
| Cold | +11% |
| All | +5% |
Offense: Damage Penetration
| Cold | +15% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 24 (38.594633868923%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 23 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 10%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 24%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 54%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 10% |
| Teleport Resistance | 100% |
| Confusion Resistance | 20% |
| Disarm Resistance | 90% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.4 steam per turn. Can be activated for an instant burst of 47 steam. |
| 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 147% efficiency and cooldown mod of 66%. 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 126% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Avoidance | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 failed to protect the injured seer from death by Voruta the giant venus flytrap. Escort: injured seer (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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 needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed honey tree root. * You've found the needed xorn fragment. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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 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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Sleetsmasher' (0 def, 5 armour) 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +11 Lck +8 Dex offense ------ Ignore resists +15% physical +15% cold defense ------ Armor +5 Resistance +21% acid Physical save +6 (+3 eff.) Stealth +9 Unlife -60.00 life Pinning Resist +10% Knockbk Resist +10% Teleport Resist +100% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
| Quiver | Emelugama the pouch of voratun shots (23/23, 60-73 power, 6 apr) 3.0 Encumbrance T5 shot ammo [Rare] Master Weapon Damage 60.5 - 72.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 Projectile Speed +200% On-ranged-hit +16 acid On-crit, radius 2 +8 acid While equipped: other ------- Reload +4 Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
| Light source | Porobremira the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Str +1 Mag defense ------ Armor +6 Spell save +3 (+2 eff.) Mind save +7 (+3 eff.) Unlife -80.00 life other ------- Max psi +20.00 Light +3 See Stealth +7 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. |
| On head | Earathel the drakeskin leather hat (0 def, 5 armour) 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +3 Dex +2 Mag +4 Cun +2 Con offense ------ When Hit 4 physical On-Hit (Melee): * 10% chance to reduce armor by 23% defense ------ Armor +5 Fatigue +5% Resistance +9% nature Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Life +72.00 Healmod +15% other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 A hat made of leather. Very stylish. |
| Tool | Frozenbile (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +6% cold defense ------ Defense +10 (+4 eff.) Resistance +4% physical Mind save +6 (+3 eff.) Life +22.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max stamina +17.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | savior's copper ring of speed0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Move Speed +13% Accuracy +6 (+2 eff.) defense ------ Defense +5 (+2 eff.) Physical save +8 (+4 eff.) Spell save +7 (+4 eff.) Mind save +7 (+3 eff.) Blinding Speed: Puts all charms on 35 turn cooldown Effective talent level: 4.0 Power cost 35 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Physical Power +12 (+4 eff.) Spellpower +12 (+6 eff.) Mindpower +10 (+5 eff.) Damage +15% acid +16% fire +3% temporal +5% all On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Resistance +30% acid +32% fire +12% temporal Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | rough leather belt 'Ce'Nytta'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +4 Resistance +6% blight +3% cold Physical save +3 (+1 eff.) Life +30.00 Life Regen +4.00 Healmod +5% A belt that goes around your waist. |
| In main hand | The Long-Arm4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 18 power out of 5/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. This item has been sent to the Item's Vault. |
| On hands | Wyrmbreath (0 def, 4 armour) 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Disarm Resist +70% other ------- Talents +2 Iron Grip Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 2.0 Power cost 21 out of 24/24. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 122.30 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Bikini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
| Cloak | elven-silk cloak 'Manorain' (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Defense +3 (+1 eff.) Resistance +9% light +18% lightning Life +41.00 Healmod +15% Silence Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Bethoth'0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +8 (+2 eff.) Combat Speed +10% Damage +7% physical defense ------ Resistance +6% temporal Mind save +6 (+3 eff.) Healmod +20% Disarm Resist +20% Confus Resist +20% Amulets make your neck look great! |
Inventory
steam generator implant of the sneak (steam 10)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 32 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.7 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 42; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 42 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -503; dur 6; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -503 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1007 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 439%; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 439% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 28%; mental; dur 2; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 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: 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. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost 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: 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. |
2 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching 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. |
schematic: Kinetic Stabiliser0.1 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: Mental Stimulator0.1 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: Pain Suppressor 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. |
3 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: 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: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying copper amulet of mastery (0.11 Steamtech / Bullets mastery)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% mind Confus Resist +20% other ------- Masteries +0.11 Steamtech/Bullets mastery Amulets make your neck look great! |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 31 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 197 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
wanderer's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
conjurer's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +6 (+3 eff.) Rings make your fingers look great! |
savage's copper ring of frost (+22%)0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +1 Con offense ------ Damage +11% cold defense ------ Resistance +22% cold Spell save +12 (+6 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
wizard's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Betheleth (21-32 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Nature/Master Weapon Damage 21.0 - 31.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +20 Con +18 Wil offense ------ Physical Crit +7.0% Physical Power +9 (+3 eff.) defense ------ Resistance +3% nature +6% temporal Spell save +6 (+3 eff.) Life +87.00 Massive two-handed battleaxes. |
Acera (33-46 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 40 [Unique] Arcane/Master Weapon Damage 33.0 - 46.2 Acid Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 4.0 Power cost 26 out of 30/30. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 21 acid damage in a 4 radius ball. This damage will increase by 14% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Emuvea the steel dagger (22-28 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Master Weapon Damage 21.5 - 27.9 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Mag offense ------ Mindpower +5 (+2 eff.) Spellpower/crit +4 Ignore resists +5% all Accuracy +7 (+3 eff.) Ignore Armor +6 other ------- Mana-on-crit +1.00 Sharp, short and deadly. |
Hathykhad (19-25 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 19.0 - 24.7 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +4 blight On Hit: * Create an explosion dealing 34 cold damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 34 damage While equipped: Stats +2 Dex +3 Mag offense ------ Combat Speed +10% Damage +3% arcane +8% cold Ignore resists +10% cold Accuracy +9 (+3 eff.) defense ------ Spell save +9 (+5 eff.) other ------- Mana/turn +0.04 Sharp, short and deadly. |
gifted pulsing mindstar of sand (14-15 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Weapon Damage 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +15 (+7 eff.) On-Hit 8 physical Damage +4% physical Ignore resists +5% physical defense ------ Resistance +17% physical 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. |
pouch of voratun shots 'Korohell' (18/18, 54-65 power, 6 apr)3.0 Encumbrance T5 shot ammo [Rare] Nature Weapon Damage 54.0 - 64.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 18 On-ranged-hit +20 acid +15 nature On-Hit, radius 1 +20 acid On-crit, radius 2 +8 acid On Hit: * 20% chance to reduce armor by 23% While equipped: Shots are used with slings to pummel your foes to death. |
Arirak the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Mag offense ------ Physical Power +3 (+1 eff.) Damage +3% temporal defense ------ Spell save +6 (+3 eff.) Unlife -20.00 life other ------- Vim-on-crit +2.00 Max mana +60.00 Size +1 A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con defense ------ Defense +6 (+2 eff.) Physical save +5 (+2 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 'Xerukira' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Wil +1 Cun +1 Con defense ------ Defense +1 (+1 eff.) Crit Resistance 10.00% Spell save +3 (+2 eff.) other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Voidslicer' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Damage +3% acid +6% darkness Ignore resists +25% darkness When Hit 2 acid defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 22 turn cooldown A pair of boots made of leather. |
pair of hardened leather boots 'Gunadur' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con offense ------ Damage +6% physical On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +3 Resistance +6% blight +9% temporal Disengage: Puts all charms on 13 turn cooldown Effective talent level: 2.0 Power cost 13 out of 15/15. 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. A pair of boots made of leather. |
Treequeller the pair of dwarven-steel boots (6 def, 4 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +1 Wil offense ------ Move Speed +10% Ignore resists +10% nature On-Hit (Melee): * 10% chance to slow global speed by 48% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue -4% Crit Resistance 15.00% Life +30.00 Life Regen +4.00 Healmod +12% other ------- Stamina/turn +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Offalworth (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +3 Dex +1 Con offense ------ On-Hit 6 nature Damage +15% nature defense ------ Armor +1 Fatigue +1% Resistance +5% nature +3% fire Crit Resistance 15.00% other ------- Infravision +1 Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-crit, radius 2 +6 nature On Hit: 10% Venomous Breath level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
shielding cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +10 Mag +3 Con offense ------ Damage +8% arcane defense ------ Defense +2 (+1 eff.) Spell save +7 (+4 eff.) Arcane Eye: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.0 Power cost 9 out of 10/10. Range melee/personal Cooldown: 10 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... |
Eastern Wood Hat (15 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+11 eff.) Ignore Armor +15 defense ------ Defense +15 (+5 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. This item has been sent to the Item's Vault. |
dwarven-steel helm 'Tarredur' (0 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Str +5 Wil +3 Con offense ------ Critical power +15.00% Physical Power +11 (+3 eff.) Mindpower +20 (+9 eff.) defense ------ Armor +4 Fatigue +4% Resistance +12% cold +8% physical Physical save +5 (+2 eff.) other ------- Max hate +6.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 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. |
7 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. |
5 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. |
3 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 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
163 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +41.00 other ------- Light +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. |
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. |
potent air recycler0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 14] simple frost salve [power 14]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 126% efficiency and 58% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 178] simple healing salve [power 178]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 126% efficiency and 58% cooldown modifier. Heal 178 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 69 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
sapper's dwarven-steel pickaxe (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats +3 Cun +2 Str offense ------ Accuracy +3 (+1 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance 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 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 175 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. |
Lightningpierce the iron torque of mindblast [power 105] (15/13 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil +1 Mag offense ------ Ignore resists +5% light When Hit 10 lightning defense ------ Crit Resistance 15.00% Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
focusing iron torque of psionic shield [power 27] (15/22 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 22 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
steel torque of mindblast 'Snowbane' [power 150] (15/13 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +12% lightning +3% cold Blast the opponent's mind dealing 158 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 26% for 2 turns. 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of healing 'Cinderream' [power 260] (15/13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Dex +5 Con offense ------ Physical Power +10 (+3 eff.) Ignore resists +25% fire +20% physical defense ------ Unlife -80.00 life Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 13 turn cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Porivea the elm wand of lightning storm [power 116] (15/13 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+3 eff.) other ------- Mana/turn +0.16 Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (121 total damage) Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Fiona the Cornac Gunslinger level 24
13rd Regrowth 123rd year of Ascendancy at 18:26 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Fiona the Cornac Gunslinger level 23
7th Regrowth 123rd year of Ascendancy at 14:36 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Fiona the Cornac Gunslinger level 23
6th Decay 122nd year of Ascendancy at 07:05 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Fiona the Cornac Gunslinger level 10
3rd Mirth 122nd year of Ascendancy at 06:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Fiona the Cornac Gunslinger level 20
80th Haze 122nd year of Ascendancy at 11:35 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Fiona the Cornac Gunslinger level 23
7th Regrowth 123rd year of Ascendancy at 15:49 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Fiona the Cornac Gunslinger level 23
10th Regrowth 123rd year of Ascendancy at 21:41 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Fiona the Cornac Gunslinger level 23
9th Regrowth 123rd year of Ascendancy at 23:34 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Fiona the Cornac Gunslinger level 10
7th Haze 122nd year of Ascendancy at 22:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Fiona the Cornac Gunslinger level 7
78th Pyre 122nd year of Ascendancy at 13:41 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Fiona the Cornac Gunslinger level 13
32nd Haze 122nd year of Ascendancy at 20:09 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Fiona the Cornac Gunslinger level 25
14th Regrowth 123rd year of Ascendancy at 11:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Fiona the Cornac Gunslinger level 18
78th Haze 122nd year of Ascendancy at 21:12 see stats
Log
Vapot the onilug is stunned!
Fiona's Double Shots hits Vapot the onilug for 16 acid damage.
Vapot the onilug's Curse of Defenselessness is disrupted by his wounds!
Fiona's Double Shots hits Vapot the onilug for (27 parried) damage.
Vapot the onilug reacts to an attack from Fiona's Double Shots, mitigating the blow!.
Fiona's Double Shots hits Vapot the onilug for (52 reacted , -7 stam), 95 physical, 16 acid (111 total damage).
Fiona's Double Shots hits Vapot the onilug for (27 parried) damage.
Vapot the onilug reacts to an attack from Fiona's Double Shots, mitigating the blow!.
Fiona's Double Shots hits Vapot the onilug for (46 reacted , -7 stam), 84 physical, 16 acid (100 total damage).
Fiona killed Vapot the onilug!
Fiona's Double Shots hits Areba the elven guard for 177 physical damage.
Areba the elven guard is stunned!
Fiona's Double Shots hits Areba the elven guard for 11 acid damage.
Fiona's Double Shots hits Areba the elven guard for 147 physical, 11 acid (158 total damage).
Areba the elven guard starts to bleed.
Fiona's Double Shots hits Areba the elven guard for 173 physical, 11 acid (184 total damage).
Fiona's Double Shots hits Areba the elven guard for 171 physical damage.
Fiona killed Areba the elven guard!
Areba the elven guard shrugs off the effect 'Stunned'!
Aerakira the elven cultist casts Dark Portal.
Aerakira the elven cultist casts Rune: Acid Wave.
Aerakira the elven cultist hits Fiona for (20 flat reduction), 116 acid (116 total damage).
Aerakira the elven cultist casts Soul Rot.
Aerakira the elven cultist's spell attains critical power!
Fiona deflects the projectile from Aerakira the elven cultist to the north!
Aerakira the elven cultist's Soul Rot hits Fiona for (20 flat reduction), 720 blight (720 total damage).
Aerakira the elven cultist killed Fiona!
Fiona the level 25 cornac gunslinger was debilitated by noxious blight before falling to death by Aerakira the elven cultist on level 1 of Dark crypt.























































































































