Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: 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:
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.
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. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Orc |
Class | Arcane Blade |
Level / Exp | 28 / 49% |
Size | medium |
Lifes / Deaths | Killed by Mayomissra the ritch hunter at level 28 on the 18th Revenge 124th year of Ascendancy at 09:53 / 1 |
Primary Stats
Strength | 31 (base 15) |
Dexterity | 26 (base 11) |
Constitution | 18 (base 10) |
Magic | 95 (base 58) |
Willpower | 32 (base 10) |
Cunning | 82 (base 46) |
Resources
Life | -125/722 |
Mana | 218/547 |
Stamina | 232/272 |
Steam | 100/100 |
Healing Factor | 1.7311363549267 |
Regeneration | 7.8766704149166 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 19 |
Infravision | 5 |
See Stealth | 41.444544830989 |
See Invisible | 41.444544830989 |
Offense: Mainhand
Damage | 44 |
Accuracy | 24 |
Crit Chance | 26% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +55% |
Light | +20% |
Cold | +25% |
Arcane | +25% |
Fire | +25% |
All | 0% |
Offense: Damage Penetration
Lightning | +57% |
Light | +37% |
Cold | +57% |
Darkness | +52% |
Arcane | +57% |
Fire | +57% |
All | +31% |
Defense: Base
Armour (hardiness) | 38 (50%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 7 |
Physical Save | 40 |
Spell Save | 42 |
Mental Save | 39 |
Defense: Resistances
Darkness | + 43%( 70%) |
Acid | + 19%( 70%) |
Light | + 40%( 70%) |
Nature | + 22%( 70%) |
Blight | + 19%( 70%) |
Physical | + 9%( 70%) |
Cold | + 40%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Bleed Resistance | 10% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Poison Resistance | 12% |
Blind Resistance | 30% |
Inscriptions (5/5)
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 166% efficiency and cooldown mod of 100%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 16 up to 3 times. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 575 damage for 5 turns. Its effects scale with your Magic 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 146% efficiency and cooldown mod of 64%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 511% 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 Dexterity stat. |
Class Talents
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | miner's pair of dwarven-steel boots of tirelessness (0 def, 7 armour) miner's pair of dwarven-steel boots of tirelessness (0 def, 7 armour)3.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +7 Fatigue +3% other ------- Stamina/turn +0.30 Max stamina +20.00 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial 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.(86 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour) 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light Accuracy +9 (+4 eff.) defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +11 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Tool | Pitchriver [power 272] (23 cooldown) Pitchriver [power 272] (23 cooldown)2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Resistance +6% darkness Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Wil +2 Con offense ------ Ignore Shields +20% defense ------ Resistance +5% nature +7% blight Spell save +12 (+4 eff.) Mind save +8 (+3 eff.) Poison Resist +12% Disease Resist +14% other ------- Mana-on-crit +2.00 Max mana +80.00 Max stamina +16.00 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? |
On fingers | Elemental Fury Elemental Fury0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | drakeskin leather belt 'Duskdash' drakeskin leather belt 'Duskdash'1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +1 Wil +1 Con offense ------ Mindpower +6 (+2 eff.) Ignore resists +5% darkness defense ------ Armor +9 Defense +9 (+3 eff.) Fatigue -7% Resistance +15% darkness Physical save +23 (+7 eff.) other ------- Encumbrance +39 A belt that goes around your waist. |
In main hand | Murkpall (136% power, 6 apr, lightning element) Murkpall (136% power, 6 apr, lightning element) 5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 136% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +60 20% chance of physical repulsion While equipped: Stats +4 Con offense ------ Spell Crit +10% Spellpower +22 (+5 eff.) Damage +30% lightning Ignore resists +15% darkness +5% light On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Physical save +13 (+4 eff.) Spell save +12 (+4 eff.) Mind save +11 (+4 eff.) Life Regen +2.00 Healmod +30% other ------- Mana/turn +0.12 Max mana +72.00 Max positive +10.00 Max negative +10.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | alchemist's dwarven-steel gauntlets of the starseeker (0 def, 2 armour) alchemist's dwarven-steel gauntlets of the starseeker (0 def, 2 armour) 1.5 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +2 Wil +3 Cun offense ------ On-Hit 4 acid 5 fire 5 cold 3 lightning defense ------ Armor +2 Fatigue +3% Resistance +5% light +7% darkness other ------- Infravision +1 Talents +1 Sand Shredder Unarmed combat: Weapon Damage 124% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +4 ice +12 fire +9 acid +9 lightning On-crit, radius 2 +16 light +10 darkness Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 74.08 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | focusing woollen robe of life (0 def, 2 armour) focusing woollen robe of life (0 def, 2 armour) 2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +4 Wil defense ------ Armor +2 Hardiness +20% Fatigue +4% Resistance +5% blight +9% all Life +40.00 Life Regen +2.30 Healmod +11% other ------- Mana/turn +0.12 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | elven-silk cloak 'Delakhad' (23 def, 12 armour) elven-silk cloak 'Delakhad' (23 def, 12 armour) 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mind Crit +6% defense ------ Armor +12 Defense +23 (+7 eff.) Resistance +12% acid +35% cold +10% nature +1% physical Physical save +3 (+1 eff.) Life +43.00 Healmod +15% Cut Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet of manastreaming gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.19 Max mana +23.00 Amulets make your neck look great! |
Inventory
medical injector implant of the psychic (efficiency 121% / cooldown 72%) medical injector implant of the psychic (efficiency 121% / cooldown 72%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 72%. 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 |
steam generator implant (steam 7) steam generator implant (steam 7)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the wizard (heal 248; cd 10) healing infusion of the wizard (heal 248; 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 instantly heal yourself for 248 then cleanse 1 wound, poison, and disease effect. 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve 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: Headlamp schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 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. |
2 schematic: Lightning Coil 2 schematic: Lightning Coil0.1 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: Razor Edge 2 schematic: Razor Edge0.1 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: Voltaic Sentry schematic: Voltaic Sentry0.1 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. |
insulating copper amulet of strength (+2) insulating copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +11% fire +10% cold Amulets make your neck look great! |
Sunstone Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
titan's copper ring titan's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
Ring of Growth 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 (+2 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. |
steel ring 'Isseyakhad' steel ring 'Isseyakhad'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +13 Cun offense ------ Mind Crit +5% Damage +12% nature defense ------ Resistance +24% nature Rings make your fingers look great! |
Gloryna the Blindpython (130% power, 4 apr, darkness element) Gloryna the Blindpython (130% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 130% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +11 (+3 eff.) Spellpower/crit +5 Damage +9% temporal +26% darkness +18% light When Hit 2 temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Lorudin the Shockravage (120% power, 4 apr, fire element) Lorudin the Shockravage (120% power, 4 apr, fire element)5.0 Encumbrance T3 staff 1H weapon [Rare] Master Weapon Damage 120% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Physical Crit +7.0% Spell Crit +6% Physical Power +11 (+6 eff.) Spellpower +16 (+4 eff.) Damage +6% lightning +20% fire +36% mind Accuracy +9 (+4 eff.) defense ------ Resistance +6% lightning other ------- See Invisibility +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe 'Berista' (138% power, 2 apr) dwarven-steel battleaxe 'Berista' (138% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Psionic Weapon Damage 138% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +14 darkness Damage Against +10% Living While equipped: defense ------ Resistance +12% light +9% darkness Blind Resist +20% Poison Resist +20% Silence Resist +10% Disarm Resist +20% Confus Resist +20% Massive two-handed battleaxes. |
warbringer's dwarven-steel battleaxe of massacre (150% power, 2 apr) warbringer's dwarven-steel battleaxe of massacre (150% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 150% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Physical Power +10 (+5 eff.) Ignore resists +9% physical defense ------ Disarm Resist +33% Massive two-handed battleaxes. |
Spellcrusher (139% power, 4 apr) Spellcrusher (139% power, 4 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Spell save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
iron greatsword (114% power, 1 apr) iron greatsword (114% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 114% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
Spectral Blade (130% power, 25 apr) Spectral Blade (130% power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 130% Range: 1.0x-1.6x Uses 10% Mag, 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-Hit, radius 1 +0 20% chance of physical repulsion On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+1 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
dwarven-steel greatsword of enduring (148% power, 2 apr) dwarven-steel greatsword of enduring (148% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Nature Weapon Damage 148% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +13 Con +10 Wil defense ------ Life +24.00 Massive two-handed swords. |
steel longsword 'Zeredor' (110% power, 3 apr) steel longsword 'Zeredor' (110% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Nature Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +10 nature While equipped: Stats +8 Str +1 Con defense ------ Defense +15 (+5 eff.) Resistance +6% nature +3% mind Crit Resistance 15.00% Teleport Resist +10% Sharp, long, and deadly. |
Acera (140% power, 4 apr) Acera (140% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 40 [Unique] Arcane/Master Weapon Damage 140% Range: 1.0x-1.4x Uses 100% Str Damage Acid 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 45 acid damage in a 4 radius ball. This damage will increase by 32% 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. |
steel mace of massacre (117% power, 3 apr) steel mace of massacre (117% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego] Master Weapon Damage 117% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% Blunt and deadly. |
Halystir the Gleamgrind (110% power, 3 apr) Halystir the Gleamgrind (110% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 110% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +20 mind On-crit, radius 2 +7 acid +8 nature While equipped: offense ------ Ignore resists +5% acid +10% nature +20% light Ignore Armor +9 defense ------ Resistance +12% lightning +5% arcane Physical save +9 (+3 eff.) Life +40.00 Healmod +10% Blind Resist +20% One-handed war axes. |
truestriking dwarven-steel waraxe of evisceration (121% power, 4 apr) truestriking dwarven-steel waraxe of evisceration (121% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego++] Master Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Critical: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +9.0% Physical Power +8 (+4 eff.) Ignore resists +7% physical Accuracy +8 (+4 eff.) Ignore Armor +6 One-handed war axes. |
flaming iron dagger (98% power, 5 apr) flaming iron dagger (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 98% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +5 fire Sharp, short and deadly. |
flaming iron dagger of daylight (97% power, 5 apr) flaming iron dagger of daylight (97% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane Weapon Damage 97% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 light Damage Against +7% Undead On-Hit, radius 1 +6 fire Sharp, short and deadly. |
iron dagger of erosion (100% power, 5 apr) iron dagger of erosion (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Nature Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 nature Sharp, short and deadly. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 15% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 138.12 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
balanced steel dagger of erosion (103% power, 6 apr) balanced steel dagger of erosion (103% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature/Master Weapon Damage 103% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 nature While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +25% Sharp, short and deadly. |
hateful steel dagger of erosion (107% power, 6 apr) hateful steel dagger of erosion (107% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 darkness +7 nature Damage Against +7% Living Sharp, short and deadly. |
thought-forged steel dagger of enduring (107% power, 6 apr) thought-forged steel dagger of enduring (107% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 mind On Hit: * 15% chance to reduce all saves and defense by 26 While equipped: Stats +11 Wil +2 Cun +7 Con defense ------ Life +39.00 Sharp, short and deadly. |
truestriking dwarven-steel dagger (119% power, 7 apr) truestriking dwarven-steel dagger (119% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 119% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% physical Accuracy +5 (+2 eff.) Ignore Armor +5 Sharp, short and deadly. |
horrifying vined mindstar (88% power, 18 apr, nature damage) horrifying vined mindstar (88% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 88% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 5 mind 4 darkness Damage +5% mind +3% darkness 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. |
dreamer's pulsing mindstar of frost (104% power, 32 apr, nature damage) dreamer's pulsing mindstar of frost (104% power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Weapon Damage 104% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature 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 +8 (+3 eff.) On-Hit 12 cold Damage +7% cold Ignore resists +8% cold defense ------ Armor +9 Resistance +13% mind +13% cold Mind save +5 (+2 eff.) other ------- Psi/turn +0.30 Max psi +22.00 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. |
Talosis' Counterpoint Talosis' Counterpoint4.0 Encumbrance T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +15 physical Uses 2.0 Steam While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Accuracy +5 (+2 eff.) other ------- Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
Flashire Flashire4.0 Encumbrance T3 steamgun 1H weapon Reqs Shoot [Random Unique] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +8 acid +11 lightning Uses 2.0 Steam While equipped: Stats +3 Str offense ------ Physical Power +10 (+5 eff.) Damage +13% acid +12% lightning Ignore resists +25% lightning When Hit 4 lightning On-Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% temporal Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quiver of ash arrows 'Flashward' (13/13, 118% power, 7 apr) quiver of ash arrows 'Flashward' (13/13, 118% power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Psionic Weapon Damage 118% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 13 Auto Reload 6 On-ranged-hit +20 lightning +14 mind +8 cold On-Hit, radius 1 +20 lightning +16 cold On-crit, radius 2 +16 cold On Hit: * 26% chance to reduce all saves and defense by 26 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of accuracy (16/16, 140% power, 10 apr) quiver of yew arrows of accuracy (16/16, 140% power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Master Weapon Damage 140% Range: 1.0x-1.4x Uses 50% Str, 70% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +21 Ignore Armor +10 Critical Rate +2.0% Capacity 16 Arrows are used with bows to pierce your foes to death. |
steel shield 'Zanondur' (20 def, 16 armour, 110% power, 80 block) steel shield 'Zanondur' (20 def, 16 armour, 110% power, 80 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Rare] Master When used to Attack: Weapon Damage 110% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +8.0% Block +80 While equipped: Stats +5 Dex defense ------ Armor +16 Defense +20 (+6 eff.) Fatigue +8% Resistance +17% cold Unlife -60.00 life other ------- Light +2 Talents +1 Block Handheld deflection devices. |
Rimewreath the dwarven-steel shield (0 def, 6 armour, 137% power, 81 block) Rimewreath the dwarven-steel shield (0 def, 6 armour, 137% power, 81 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Rare] Psionic When used to Attack: Weapon Damage 137% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +81 On-Hit, radius 1 +20 mind +12 cold While equipped: offense ------ Damage +3% acid +6% cold Ignore resists +5% acid +15% cold When Hit 2 cold On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 When Hit: * 14% chance to reduce all saves and defense by 26 defense ------ Armor +6 Fatigue +8% Resistance +3% acid other ------- Talents +1 Block Handheld deflection devices. |
acidic dwarven-steel shield of patience (0 def, 6 armour, 135% power, 81 block) acidic dwarven-steel shield of patience (0 def, 6 armour, 135% power, 81 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego+] Arcane/Nature When used to Attack: Weapon Damage 135% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +81 On Hit: * 16% chance to reduce armor by 40% While equipped: offense ------ On-Hit 7 acid When Hit 9 acid defense ------ Armor +6 Fatigue +8% Resistance +13% temporal other ------- Talents +1 Block Temporal Shield: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.0 Power cost 26 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (347) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
focusing woollen robe of fire (+18%) (0 def, 0 armour) focusing woollen robe of fire (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Damage +12% fire defense ------ Resistance +9% all +18% fire other ------- Mana/turn +0.10 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe (0 def, 0 armour) timebroken woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +9% arcane +8% temporal defense ------ Resistance +9% all other ------- Max mana +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of life (0 def, 0 armour) cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +9% blight +11% all Life +40.00 Life Regen +2.40 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+4 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 17 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 74.81 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Fogenvy (9 def, 6 armour) Fogenvy (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Master While equipped: Stats +2 Cun +7 Mag offense ------ Damage +9% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 21% defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +24% acid +20% fire Crit Resistance 10.00% other ------- See Invisibility +6 A suit of armour made of leather. |
cleansing hardened leather armour of command (17 def, 11 armour) cleansing hardened leather armour of command (17 def, 11 armour)9.0 Encumbrance T3 light armor [Ego+] Disrupt/Psionic While equipped: Stats +3 Cun defense ------ Armor +11 Defense +17 (+5 eff.) Fatigue +8% Resistance +12% nature +14% blight Mind save +14 (+5 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour) rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +18% fire Life Regen +2.30 other ------- Stamina/turn +1.00 A suit of armour made of leather. |
dwarven-steel mail armour of command (11 def, 12 armour) dwarven-steel mail armour of command (11 def, 12 armour)14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +2 Cun defense ------ Armor +12 Defense +11 (+4 eff.) Fatigue +12% Mind save +15 (+5 eff.) A suit of armour made of mail. |
Plaguewaker Plaguewaker1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +1 Str offense ------ Ignore resists +20% nature defense ------ Armor +6 Resistance +3% lightning +8% fire +9% light +11% cold Unlife -40.00 life Cut Resist +10% Teleport Resist +20% A belt that goes around your waist. |
blurring hardened leather belt of the mystic blurring hardened leather belt of the mystic1.0 Encumbrance T3 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Defense +13 (+4 eff.) Mind save +7 (+2 eff.) Stealth +5 A belt that goes around your waist. |
spiritwalker's hardened leather belt spiritwalker's hardened leather belt1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag other ------- Mana/turn +0.18 Max mana +24.00 A belt that goes around your waist. |
regal linen cloak (1 def, 0 armour) regal linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+0 eff.) Resistance +0% nature +0% cold Mind 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. |
enveloping cashmere cloak of Eldoral (9 def, 0 armour) enveloping cashmere cloak of Eldoral (9 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex defense ------ Defense +9 (+3 eff.) Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zerytodir the Glaciersorrow (0 def, 3 armour) Zerytodir the Glaciersorrow (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue -7% Resistance +6% blight +15% cold +5% arcane +9% light Physical save +11 (+3 eff.) Confus Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Encumbrance +26 Infravision +1 A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 91% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
hardened leather gloves 'Glarebone' (0 def, 2 armour) hardened leather gloves 'Glarebone' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Disrupt While equipped: offense ------ Physical Power +9 (+5 eff.) Damage +12% lightning +6% light +9% darkness Ignore resists +10% darkness +25% light Accuracy +7 (+3 eff.) Ignore Armor +8 When Hit 10 darkness defense ------ Armor +2 Resistance +10% blight Spell save +11 (+4 eff.) other ------- Light +3 Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% On Hit: * 16% chance to slow global speed by 53% * 16% chance to reduce armor by 40% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's dwarven-steel gauntlets (0 def, 2 armour) psychic's dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Psionic While equipped: offense ------ On-Hit 7 mind Damage +4% mind defense ------ Armor +2 Fatigue +3% Resistance +6% mind Unarmed combat: Weapon Damage 121% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 mind On Hit: 20% Psychic Lobotomy level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap of trickery (0 def, 1 armour) rough leather cap of trickery (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex offense ------ Ignore Armor +4 defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun offense ------ Steam Crit +5% Steampower +15 (+5 eff.) Damage +10% physical defense ------ Defense +12 (+4 eff.) Resistance +15% fire other ------- Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
stabilizing dwarven-steel helm of the depths (0 def, 4 armour) stabilizing dwarven-steel helm of the depths (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Fatigue +4% Resistance +5% cold Physical save +11 (+3 eff.) other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 aquamarine 5 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 opal 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 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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. |
5 amethyst 5 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. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 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. |
2 garnet 2 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. |
quartz 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. |
bright alchemist's lamp of clarity bright alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Master/Psionic While equipped: defense ------ Mind save +7 (+2 eff.) other ------- Light +7 See Stealth +8 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing alchemist's lamp piercing alchemist's lamp1.0 Encumbrance T3 lite [Ego+] Master While equipped: offense ------ Ignore resists +5% all Ignore Armor +8 other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 166.48 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 166.48 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel grip dwarven steel grip0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +80% other ------- Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
good head lamp good head lamp0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +4 (+2 eff.) other ------- Light +4 Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 16] powerful fiery salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 magical effects and grants a fiery aura (16% fire, light and lightning affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Telekinetic Core Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+2 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 16 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 55 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Lisita the Kilnworm [power 325] (13 cooldown) Lisita the Kilnworm [power 325] (13 cooldown)2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +10 (+3 eff.) Damage +12% mind Ignore resists +15% fire other ------- Psi when Hit +0.08 Max psi +10.00 Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 325 physical damage Puts all charms on 13 turn cooldown 100% to heal for 110. 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Freezedash [power 182] (13 cooldown) Freezedash [power 182] (13 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +6% fire +3% cold Ignore resists +5% cold When Hit 6 cold Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Veiled Northstar the Orc Arcane Blade level 12
22nd Retaking 124th year of Ascendancy at 20:11 see stats
By Veiled Northstar the Orc Arcane Blade level 15
36th Retaking 124th year of Ascendancy at 04:25 see stats
By Veiled Northstar the Orc Arcane Blade level 10
17th Retaking 124th year of Ascendancy at 17:48 see stats
By Veiled Northstar the Orc Arcane Blade level 20
46th Retaking 124th year of Ascendancy at 16:39 see stats
Log
Vorolle the ritch larva uses Dual Strike.
Vorolle the ritch larva performs a melee critical strike against Veiled Northstar!
Veiled Northstar is stunned!
Vorolle the ritch larva performs a melee critical strike against Veiled Northstar!
Veiled Northstar roars with rage shaking off 1 mental debuffs!
Vorolle the ritch larva hits Veiled Northstar for 110 physical, 251 physical (362 total damage).
Melee retaliation hits Vorolle the ritch larva for 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (4 total damage).
Mayomissra the ritch hunter performs a diseased attack against Veiled Northstar.
The shattering blow creates a shockwave!
Veiled Northstar resists the disease!
Veiled Northstar HEALS from nature damage!
Mayomissra the ritch hunter hits Vorolle the ritch larva for 93 physical damage.
Mayomissra the ritch hunter hits Veiled Northstar for 114 physical, 7 mind, 11 nature, 7 healing (133 total damage) [8 healing].
Melee retaliation hits Mayomissra the ritch hunter for 0 fire, 0 cold, 0 lightning, 0 arcane (1 total damage).
Veiled Northstar is no longer being stalked by Mayomissra the ritch hunter.
Vorolle the ritch larva performs a diseased attack against Veiled Northstar.
Vorolle the ritch larva performs a melee critical strike against Veiled Northstar!
Veiled Northstar shrugs off Vorolle the ritch larva's 'Rotting Disease'!
Veiled Northstar succumbs to heightening fears!
Veiled Northstar becomes terrified!
Veiled Northstar is not affected anymore by the salve.
Veiled Northstar HEALS from darkness damage!
Melee retaliation hits Vorolle the ritch larva for 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (2 total damage).
Vorolle the ritch larva hits Veiled Northstar for 80 physical, 81 physical (161 total damage).
Burning from Mayomissra the ritch hunter hits Veiled Northstar for 20 fire damage.
Rotting Disease from Mayomissra the ritch hunter hits Veiled Northstar for 28 blight damage.
Haunted from Mayomissra the ritch hunter hits Veiled Northstar for 28 mind damage.
Heighten Fear from Mayomissra the ritch hunter hits Veiled Northstar for 29 mind, 14 darkness, 11 healing (44 total damage) [12 healing].
Veiled Northstar the level 28 orc arcane blade was psyched to death by Mayomissra the ritch hunter on level 2 of Ritch Hive.
The furious lightning storm around Veiled Northstar calms down and disappears.