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 | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Psyshot |
Level / Exp | 26 / 90% |
Size | big |
Lifes / Deaths | Killed by Emyremina the cutpurse at level 22 on the 42nd Haze 122nd year of Ascendancy at 05:23 / 2Killed by Vorivena the elven guard at level 26 on the 9th Decay 122nd year of Ascendancy at 20:09 |
Primary Stats
Strength | 39 (base 10) |
Dexterity | 49 (base 32) |
Constitution | 55 (base 10) |
Magic | 20 (base 10) |
Willpower | 88 (base 57) |
Cunning | 54 (base 31) |
Resources
Life | -203/877 |
Steam | 7/100 |
Equilibrium | 5 |
Psi | 188/248 |
Healing Factor | 1.4849358927269 |
Regeneration | 22.645272364085 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 8 |
Infravision | 6 |
See Stealth | 16 |
See Invisible | 10 |
Offense: Mainhand
Damage | 45 |
Accuracy | 65 |
Crit Chance | 26% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | 70 |
Accuracy | 75 |
Crit Chance | 18% |
APR | 47 |
Speed | 1.00 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 27% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +5% |
Acid | +13% |
Light | +12% |
Nature | +17% |
Cold | +6% |
Physical | +26% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Mind | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 27 (73.292302510663%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 31 |
Mental Save | 44 |
Defense: Resistances
Acid | + 41%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 47%( 70%) |
All | + 25%( 70%) |
Lightning | + 61%( 70%) |
Light | + 34%( 70%) |
Temporal | + 32%( 70%) |
Physical | + 38%( 70%) |
Darkness | + 37%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 19% |
Instadeath Resistance | 100% |
Knockback Resistance | 60% |
Stun Resistance | 30% |
Disarm Resistance | 60% |
Poison Resistance | 20% |
Blind Resistance | 25% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 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 150% efficiency and cooldown mod of 58%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 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 150% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 703% 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 Willpower stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within11 lumberjacks have died. | 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 | Duvidur the Stormweeper (10 def, 9 armour) Duvidur the Stormweeper (10 def, 9 armour) 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: defense ------ Armor +9 Defense +10 (+4 eff.) Resistance +11% lightning +10% temporal +5% arcane +9% blight Physical save +12 (+4 eff.) Unlife -80.00 life Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% A pair of boots made of leather. |
Quiver | Breezehack the pouch of dwarven-steel shots (16/16, 151% power, 3 apr) Breezehack the pouch of dwarven-steel shots (16/16, 151% power, 3 apr) 3.0 Encumbrance T3 shot ammo [Random Unique] Nature/Master Weapon Damage 151% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +13.0% Capacity 16 On-ranged-hit +4 lightning +4 nature On-crit, radius 2 +8 lightning On Hit: * 20% chance to slow global speed by 61% * 20% chance to create vines that bind the target to the ground dealing 218 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +2 Flare Shell Shots are used with slings to pummel your foes to death. |
Light source | Blastwrither the brass lantern Blastwrither the brass lantern 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Wil offense ------ Mind Crit +1% Damage +12% light On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Resistance +12% lightning +3% acid Life +43.00 other ------- Light +6 See Stealth +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 | Koragas the Rotcut (0 def, 5 armour) Koragas the Rotcut (0 def, 5 armour) 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +3 Dex +7 Cun +10 Con offense ------ Damage +12% nature Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Armor +5 Fatigue +5% Resistance +25% cold Physical save +13 (+5 eff.) Mind save +12 (+4 eff.) other ------- Light +2 Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Breathe water Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 3.5 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
On hands | 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 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% Disarm Resist +60% other ------- Talents +1 Iron Grip Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 91% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun 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. |
Tool | It Which Writhes It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con 3 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 3/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | Glowsting Glowsting0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +3 Str +5 Dex +1 Wil +4 Cun offense ------ Mindpower +10 (+3 eff.) Accuracy +14 (+3 eff.) Ignore Armor +7 defense ------ Armor +6 Defense +7 (+3 eff.) Resistance +3% light other ------- Max psi +40.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +5 Dex +8 Wil +6 Cun offense ------ Ignore resists +15% mind Accuracy +9 (+2 eff.) defense ------ Mind save +12 (+4 eff.) Life +57.00 Life Regen +11.00 Healmod +18% other ------- EQ when Hit +0.12 Max hate +4.00 Max psi +30.00 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? |
Around neck | Emelevena Emelevena0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Str +15 Con offense ------ Damage +9% mind defense ------ Resistance +1% physical +10% light +16% darkness Physical save +8 (+3 eff.) Life +42.00 Life Regen +4.00 Blind Resist +25% Amulets make your neck look great! |
In main hand | dwarven-steel steamgun of enduring dwarven-steel steamgun of enduring 4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On Hit: * splashes acid on your target dealing 35 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +7 Con +10 Wil defense ------ Life +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Mighty Girdle Mighty Girdle 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | wrathful living mindstar (115% power, 40 apr, mind damage) wrathful living mindstar (115% power, 40 apr, mind damage) 3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On Hit: * splashes acid on your target dealing 28 damage and reducing their armor While equipped: offense ------ Mind Crit +12% Mindpower +10 (+3 eff.) other ------- Hate-on-crit +2.00 Psi-on-crit +2.00 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. |
Cloak | Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour) 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+3 eff.) Damage +5% physical defense ------ Resistance +18% lightning +5% physical Stun Resist +30% other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 3.0 Power cost 60 out of 4/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 106.75 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | Hettahad (0 def, 3 armour) Hettahad (0 def, 3 armour) 2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: Stats +9 Str +2 Dex +5 Mag +5 Wil offense ------ Damage +13% acid +21% physical +6% cold +5% lightning defense ------ Armor +3 Hardiness +20% Fatigue +3% Resistance +19% acid +12% physical +5% cold +7% lightning +9% all Crit Resistance 15.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the sneak (efficiency 129% / cooldown 76%) medical injector implant of the sneak (efficiency 129% / cooldown 76%)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 129% efficiency and cooldown mod of 76%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
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: Air Recycler schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement 2 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell 3 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell 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: Fireproof Coating schematic: Fireproof 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: Flare Shell schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder 2 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web 3 schematic: Fungal Web0.1 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: Healing Salve 2 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell schematic: Hook 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. |
4 schematic: Iron Grip 4 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 Powder 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: Magnetic Shell schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator 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 Salve 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. |
schematic: Rocket Boots schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof Coating schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell 2 schematic: Saw 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: Shocking Edge schematic: Shocking 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. |
2 schematic: Spike Attachment 2 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Steamgun 6 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. |
2 schematic: Steamsaw 2 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: Thunder Grenade schematic: Thunder Grenade0.1 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: Thunderclap Coating 2 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: Water Salve schematic: Water 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: Waterproof Coating 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. |
Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.5 Power cost 35 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 353 (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. |
Adoyada Adoyada0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Ignore resists +15% mind defense ------ Mind save +4 (+1 eff.) Rings make your fingers look great! |
Aerizilaregothel the Hazemistress Aerizilaregothel the Hazemistress0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Con offense ------ Damage +13% fire Ignore resists +10% blight When Hit 4 cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 defense ------ Resistance +26% fire Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) Confus Resist +25% Rings make your fingers look great! |
steel aquamarine ring steel aquamarine ring0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +6 Dex offense ------ Physical Power +6 (+2 eff.) Spellpower +7 (+3 eff.) Mindpower +7 (+2 eff.) Damage +9% fire Accuracy +15 (+3 eff.) Ignore Armor +10 defense ------ Armor +2 Defense +9 (+3 eff.) Resistance +15% mind +2% all Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 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 177% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Chillfoe' steel ring 'Chillfoe'0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +12% acid +12% cold defense ------ Resistance +6% fire +6% mind +21% cold Mind save +8 (+3 eff.) Rings make your fingers look great! |
savage's gold ring savage's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +10 (+5 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 91% 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 +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 3.5 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 254.26 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Strikeslice the mossy mindstar (77% power, 12 apr, nature damage) Strikeslice the mossy mindstar (77% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 77% 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 +12 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +8 lightning While equipped: Stats +3 Cun offense ------ Mind Crit +1% Critical power +9.00% Mindpower +2 (+0 eff.) Damage +6% lightning +18% cold Ignore resists +25% lightning When Hit 4 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. |
mossy mindstar 'Glacierhunt' (72% power, 12 apr, nature damage) mossy mindstar 'Glacierhunt' (72% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 72% 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 +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) defense ------ Resistance +6% nature +9% darkness Spell save +3 (+1 eff.) 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. |
Adoldarann the vined mindstar (85% power, 18 apr, nature damage) Adoldarann the vined mindstar (85% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 85% 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% On-Hit, radius 1 +4 acid While equipped: offense ------ Mind Crit +6% Mindpower +4 (+1 eff.) On-Hit 5 mind 4 darkness Damage +3% mind +3% darkness Ignore Shields +30% When Hit 4 acid On-Hit (Melee): * 20% chance to reduce armor by 23% defense ------ Resistance +13% lightning +6% fire +7% cold other ------- Hate-on-crit +2.00 Psi-on-crit +3.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption 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. |
Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 94% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Cold Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Kinetic Focus (88% power, 18 apr, physical damage) Kinetic Focus (88% power, 18 apr, physical damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 88% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Physical Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+2 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
vined mindstar of life (87% power, 18 apr, mind damage) vined mindstar of life (87% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) defense ------ Life +15.00 Life Regen +0.60 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. |
thorny mindstar 'Chalyndil' (97% power, 24 apr, mind damage) thorny mindstar 'Chalyndil' (97% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 97% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +4.5% Attack Speed 100% On-hit +4 physical While equipped: offense ------ Physical Crit +1.0% Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 8 mind 5 darkness Damage +11% darkness +4% nature +13% mind Ignore resists +7% darkness +4% nature +7% mind defense ------ Resistance +6% blight +4% nature +6% darkness other ------- Max hate +5.00 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony 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. |
iron steamgun 'Arcstake' iron steamgun 'Arcstake'4.0 Encumbrance T1 steamgun 1H weapon [Rare] Disrupt/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-Hit, radius 1 +4 acid On-crit, radius 2 +4 darkness Uses 2.0 Steam While equipped: offense ------ Damage +6% lightning Ignore resists +5% lightning defense ------ Resistance +8% acid +8% lightning +8% fire +8% cold +2% all Spell save +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
fungal steel steamgun fungal steel steamgun4.0 Encumbrance T2 steamgun 1H weapon [Ego] Nature/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +3 Con other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 78 life over 5 turns Puts all charms on 20 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown dwarven-steel steamgun of enduring overgrown dwarven-steel steamgun of enduring4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Nature/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On Hit: 10% Overgrowth level 3 Uses 2.0 Steam While equipped: Stats +6 Con +7 Wil defense ------ Life +18.00 Life Regen +1.20 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Torchpunish the stralite steamgun Torchpunish the stralite steamgun4.0 Encumbrance T4 steamgun 1H weapon [Rare] Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-crit, radius 2 +20 mind +12 fire Uses 2.0 Steam While equipped: offense ------ Physical Crit +4.0% Mind Crit +2% Spellpower/crit +10 Ignore Shields +30% Accuracy +12 (+3 eff.) defense ------ Resistance +9% fire other ------- Max vim +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of iron shots 'Runelin' (21/21, 109% power, 1 apr) pouch of iron shots 'Runelin' (21/21, 109% power, 1 apr)3.0 Encumbrance T1 shot ammo [Rare] Nature Weapon Damage 109% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 21 On-ranged-hit +10 lightning +4 mind On-crit, radius 2 +5 lightning On Hit: * 20% chance to slow global speed by 61% * 10 arcane resource burn Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Splendourwind' (18/18, 130% power, 2 apr) pouch of steel shots 'Splendourwind' (18/18, 130% power, 2 apr)3.0 Encumbrance T2 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 130% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +12.5% Capacity 18 Auto Reload 4 On-ranged-hit +8 physical On-Hit, radius 1 +12 light On-crit, radius 2 +4 light +12 lightning On Hit: * 20% chance to knock the target back 3 spaces and deal 218 physical damage On Critical: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots of corruption (18/20, 151% power, 3 apr) barbed pouch of dwarven-steel shots of corruption (18/20, 151% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego++] Arcane/Master Weapon Damage 151% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +11.0% Capacity 20 On Hit: 20% Curse of Defenselessness level 3 On Critical: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
linen robe 'Camulach' (0 def, 0 armour) linen robe 'Camulach' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Mind Crit +3% Damage +11% physical When Hit 0 physical defense ------ Resistance +3% blight +11% physical +9% fire +7% all Life +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe (0 def, 0 armour) mindwoven silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) defense ------ Resistance +13% all Mind save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Flashclash (3 def, 2 armour) Flashclash (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Psionic While equipped: offense ------ Physical Crit +1.0% When Hit 2 fire 0 physical defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% mind Mind save +10 (+3 eff.) other ------- EQ when Hit +0.12 Max hate +2.00 A suit of armour made of leather. |
Medical Urgency Vest (6 def, 7 armour) Medical Urgency Vest (6 def, 7 armour)9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Physical save +15 (+5 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
hardened leather armour of the deep (9 def, 8 armour) =water= hardened leather armour of the deep (9 def, 8 armour) =water=9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +9 (+3 eff.) Fatigue +8% Resistance +7% acid +7% cold other ------- Breathe water A suit of armour made of leather. |
Berurach Berurach1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Cun offense ------ Physical Power +2 (+0 eff.) defense ------ Resistance +3% temporal Spell save +6 (+3 eff.) Mind save +9 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
Pyreblast (1 def, 0 armour) Pyreblast (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Cun +2 Con offense ------ Physical Crit +4.0% Ignore resists +15% mind Ignore Armor +1 defense ------ Defense +1 (+1 eff.) Resistance +0% lightning +6% fire Physical save +6 (+2 eff.) Life +40.00 other ------- Max hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of protection (1 def, 0 armour) regal linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane/Psionic While equipped: Stats +2 Wil defense ------ Defense +1 (+1 eff.) Resistance +0% lightning Spell save +6 (+3 eff.) Mind save +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glittersin (13 def, 0 armour) Glittersin (13 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +24% light Ignore resists +10% mind When Hit 10 mind defense ------ Defense +13 (+5 eff.) Resistance +15% lightning Physical save +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Urogodir the Stormenvy (2 def, 0 armour) Urogodir the Stormenvy (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Damage +9% lightning Ignore resists +20% lightning +20% acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 33 defense ------ Defense +2 (+1 eff.) Resistance +9% mind +9% lightning 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 'Glowrage' (0 def, 1 armour) pair of rough leather boots 'Glowrage' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +12% light +9% nature On-Hit (Melee): * 10% chance to reduce all saves and defense by 33 defense ------ Armor +1 Resistance +3% light Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) other ------- Light +2 A pair of boots made of leather. |
pair of iron boots 'Noregodan' (0 def, 3 armour) pair of iron boots 'Noregodan' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ Mind Crit +1% Spellpower +4 (+2 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 33 defense ------ Armor +3 Fatigue +2% other ------- Hate-on-crit +3.00 Max psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Isenn (0 def, 18 armour) Isenn (0 def, 18 armour)3.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: offense ------ Critical power +15.00% Ignore resists +5% arcane defense ------ Armor +18 Fatigue -4% Resistance +9% acid +2% physical +15% fire +21% cold +9% lightning Physical save +9 (+3 eff.) other ------- Encumbrance +29 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 40% Cun, 40% Str, 20% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
dwarven-steel gauntlets 'Zatoyakor' (5 def, 2 armour) dwarven-steel gauntlets 'Zatoyakor' (5 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ Critical power +20.00% On-Hit 11 fire Damage +5% fire Accuracy +10 (+2 eff.) Ignore Armor +3 defense ------ Armor +2 Defense +5 (+2 eff.) Fatigue +3% Resistance +16% fire Spell save +3 (+1 eff.) Unarmed combat: Weapon Damage 118% 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 +5 fire On Hit: 10% Fire Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Gilunik the rough leather hat (0 def, 1 armour) Gilunik the rough leather hat (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +2 Cun offense ------ Mind Crit +3% Critical power +10.00% Ignore Armor +5 defense ------ Armor +1 Fatigue +1% other ------- Psi when Hit +0.08 Max psi +10.00 A hat made of leather. Very stylish. |
rough leather hat 'Blizzardmarrow' (0 def, 1 armour) rough leather hat 'Blizzardmarrow' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Wil +4 Cun +2 Con offense ------ Damage +9% mind When Hit 8 mind defense ------ Armor +1 Fatigue +1% Resistance +3% cold Physical save +7 (+3 eff.) Mind save +6 (+2 eff.) other ------- Hate-on-crit +1.00 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 3.5 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+3 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Eilinidatha (0 def, 3 armour) Eilinidatha (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +3 Cun defense ------ Armor +3 Fatigue +5% Resistance +6% nature +3% temporal other ------- Max psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 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. |
3 spinel 3 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. |
3 ametrine 3 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 citrine 3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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. |
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. |
5 opal 5 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. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 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. |
emerald 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 quartz 2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
160 alchemist agate 160 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. |
Blastblood Blastblood2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +12% lightning +3% nature +3% blight Life +44.00 other ------- Light +3 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. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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 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. |
iron spike attachment iron spike attachment0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 10 physical defense ------ Armor +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap steel grounding strap0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +12% lightning Stun Resist +20% Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots iron rocket boots0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens crude focus lens0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell good explosive shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good saw shell good saw shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Saw Shell Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 10] simple frost salve [power 10]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 15] powerful frost salve [power 15]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 (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 133] simple healing salve [power 133]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 133 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of gale force [power 105] (10/15 cooldown) iron torque of gale force [power 105] (10/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 132 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Unfair Labor Practice the Ogre Psyshot level 12
4th Dusk 122nd year of Ascendancy at 09:56 see stats
By Unfair Labor Practice the Ogre Psyshot level 21
39th Haze 122nd year of Ascendancy at 05:16 see stats
By Unfair Labor Practice the Ogre Psyshot level 26
9th Decay 122nd year of Ascendancy at 06:01 see stats
By Unfair Labor Practice the Ogre Psyshot level 10
2nd Summertide 122nd year of Ascendancy at 00:42 see stats
By Unfair Labor Practice the Ogre Psyshot level 20
66th Dusk 122nd year of Ascendancy at 11:27 see stats
By Unfair Labor Practice the Ogre Psyshot level 20
14th Haze 122nd year of Ascendancy at 23:22 see stats
By Unfair Labor Practice the Ogre Psyshot level 26
9th Decay 122nd year of Ascendancy at 15:57 see stats
By Unfair Labor Practice the Ogre Psyshot level 8
7th Mirth 122nd year of Ascendancy at 06:13 see stats
By Unfair Labor Practice the Ogre Psyshot level 20
34th Haze 122nd year of Ascendancy at 04:13 see stats
By Unfair Labor Practice the Ogre Psyshot level 24
54th Haze 122nd year of Ascendancy at 16:51 see stats
By Unfair Labor Practice the Ogre Psyshot level 17
62nd Dusk 122nd year of Ascendancy at 05:11 see stats
By Unfair Labor Practice the Ogre Psyshot level 22
42nd Haze 122nd year of Ascendancy at 05:23 see stats
Log
You squeeze the squishy tentacle (Unfair Labor Practice)!
Unfair Labor Practice's Create Tinker is disrupted by his wounds!
Adudhewe the mean looking elven guard performs a melee critical strike against Unfair Labor Practice!
Unfair Labor Practice HEALS from nature damage!
Unfair Labor Practice HEALS from cold damage!
Melee retaliation hits Adudhewe the mean looking elven guard for 15 fire, 15 fire (31 total damage).
Bleeding from Adudhewe the mean looking elven guard hits Unfair Labor Practice for (25 flat reduction), 151 physical (151 total damage).
Adudhewe the mean looking elven guard hits Unfair Labor Practice for (25 flat reduction), 92 physical, (4 flat reduction), 0 fire, (25 flat reduction), 57 physical, (6 flat reduction), 0 nature, 4 healing, (5 flat reduction), 0 cold, 5 healing, (4 flat reduction), 0 fire (149 total damage) [10 healing].
Layyba the elven warrior casts Grace of the Eternals.
Layyba the elven warrior speeds up.
Layyba the elven warrior shoves Elven mage aside.
Adudhewe the mean looking elven guard performs a melee critical strike against Unfair Labor Practice!
Unfair Labor Practice's Iron Grip is disrupted by his wounds!
Adudhewe the mean looking elven guard performs a melee critical strike against Unfair Labor Practice!
Yvissra the ogre warmaster loses 4 health to the entropy.
Unfair Labor Practice HEALS from nature damage!
Unfair Labor Practice HEALS from cold damage!
Melee retaliation hits Adudhewe the mean looking elven guard for 15 fire, 15 fire (31 total damage).
Bleeding from Elven mage hits Layyba the elven warrior for 43 physical damage.
Adudhewe the mean looking elven guard hits Unfair Labor Practice for (25 flat reduction), 72 physical, (4 flat reduction), 0 fire, (25 flat reduction), 78 physical, (6 flat reduction), 0 nature, 4 healing, (5 flat reduction), 0 cold, 5 healing, (4 flat reduction), 0 fire (151 total damage) [10 healing].
Wrap of Stone (0 def, 0 armour) is still recharging.
Unfair Labor Practice is moving at extreme speed!
Vorivena the elven guard casts Detonating Charge.
Vorivena the elven guard's spell attains critical power!
Vorivena the elven guard performs a melee critical strike against Unfair Labor Practice!
Melee retaliation hits Vorivena the elven guard for 17 fire damage.
Vorivena the elven guard hits Unfair Labor Practice for (25 flat reduction), 301 physical (302 total damage).
Unfair Labor Practice the level 26 ogre psyshot was smashed to death by Vorivena the elven guard on level 2 of Dark crypt.
Unfair Labor Practice deactivates his cloak's restoration systems.