Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.5.0Official 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:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Embers of Rage 1.5.0Official 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:
EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
|
Campaign | Infinite |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Sun Paladin |
Level / Exp | 3 / 69% |
Size | medium |
Lifes / Deaths | Killed by Layurissra the geomancer at level 3 on the 75th Pyre 122nd year of Ascendancy at 14:42 / 1 |
Primary Stats
Strength | 20 (base 19) |
Dexterity | 10 (base 10) |
Constitution | 10 (base 10) |
Magic | 18 (base 16) |
Willpower | 10 (base 10) |
Cunning | 10 (base 10) |
Resources
Life | 138/138 |
Positive | 0/26 |
Stamina | 106/106 |
Healing Factor | 1.1 |
Regeneration | 0.275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 15 |
Accuracy | 15 |
Crit Chance | 4% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 1% |
Speed | 1 |
Offense: Mind
Mindpower | 11 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +4% |
Offense: Damage Penetration
Physical | +15% |
Defense: Base
Armour (hardiness) | 15.596689338462 (74.10447761194%) |
Defense | 6 |
Ranged Defense | 10 |
Fatigue | 18 |
Physical Save | 20 |
Spell Save | 12 |
Mental Save | 7 |
Defense: Resistances
Physical | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 58% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sun | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Chant of Fortress |
talent | Weapon of Light |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Tool | iron pickaxe (dig speed 37 turns) iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Main armor | iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
On hands | iron gauntlets 'Glibrelle' (0 def, 1 armour) iron gauntlets 'Glibrelle' (0 def, 1 armour)1.5 T1 hands armor [Random Unique] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Res.pen +15% physical Melee Ret 8 physical ----- def ----- Armour +1 Spell.save +3 (+3 eff.) Heal.mod +10% ---------- misc Mana/turn +0.08 Metal gloves protecting the hands up to the middle of the lower arm. |
In off hand | iron shield (4 def, 2 armour, 9-10.8 power, 20 block) iron shield (4 def, 2 armour, 9-10.8 power, 20 block)7.0 T1 shield armor [Normal] When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
In main hand | insidious iron waraxe of massacre (16.5-23.1 power, 2 apr) insidious iron waraxe of massacre (16.5-23.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature/Master Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 insidious poison One-handed war axes. |
Light source | brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 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. |
Inventory
balanced iron dagger (10.5-13.65 power, 5 apr) balanced iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego] Master Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Acc +4 (+4 eff.) ----- def ----- Defense +4 (+4 eff.) Disarm- +18% Sharp, short and deadly. |
iron dagger 'Nerylrarewe' (10-13 power, 5 apr) iron dagger 'Nerylrarewe' (10-13 power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Random Unique] Nature Power 10.0 - 13.0 Mind Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +10 insidious poison While equipped: dps ---------- Crit.mult +10.00% ----- def ----- Resists +3% mind Sharp, short and deadly. |
iron dagger of projection (10.5-13.65 power, 5 apr) iron dagger of projection (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Ego+] Psionic Power 10.5 - 13.7 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Sharp, short and deadly. |
iron greatmaul 'Adutira' (16.5-24.75 power, 1 apr) iron greatmaul 'Adutira' (16.5-24.75 power, 1 apr)5.0 T1 greatmaul 2H weapon [Random Unique] Arcane Power 16.5 - 24.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Melee+ +10 lightning On Crit.r2 +8 acid On Hit: * 40% chance to corrode armour by 30% * 25% chance for lightning to arc to a second target While equipped: ----- def ----- Resists +5% arcane Massive two-handed mauls. |
flaming iron greatsword (16-25.6 power, 1 apr) flaming iron greatsword (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 16.0 - 25.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. |
hateful iron greatsword of massacre (22-35.2 power, 1 apr) hateful iron greatsword of massacre (22-35.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master/Psionic Power 22.0 - 35.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 darkness Against +9% Living Massive two-handed swords. |
iron greatsword (17-27.2 power, 1 apr) iron greatsword (17-27.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
fungal elm longbow fungal elm longbow4.0 T1 longbow 2H weapon Reqs Dex 11 Shoot [Ego] Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +6 While equipped: Stats +3 Con ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 78 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
iron longsword of massacre (16-22.4 power, 2 apr) iron longsword of massacre (16-22.4 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron mace (13.5-18.9 power, 2 apr) iron mace (13.5-18.9 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
creative mossy mindstar (2-2.2 power, 12 apr, nature damage) creative mossy mindstar (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature/Psionic Power 2.0 - 2.2 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+2 eff.) 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. |
Chirig the rough leather sling Chirig the rough leather sling4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Random Unique] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +6 On Crit.r2 +2 mind On Hit: * 20 arcane resource burn While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Resists +3% mind +3% cold Spell.save +3 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
thunderous rough leather sling thunderous rough leather sling4.0 T1 sling 1H weapon Reqs Dex 11 Shoot [Ego+] Nature Acc+ +0.1% dam / acc Atk.spd 125% Range +6 On Hit: * 6% chance to daze at end of turn While equipped: Stats +1 Str +2 Dex +2 Mag +1 Wil +2 Cun +1 Con dps ---------- Res.pen +5% lightning Slings are used to hurl stones or metal shots at your foes. |
earthen elm starstaff (10-12 power, 2 apr, temporal element) earthen elm starstaff (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% temporal ----- def ----- Armour +3 Hardiness +3% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of illumination (10-12 power, 2 apr, lightning element) elm magestaff of illumination (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% lightning On Hit (Melee): * 5% chance to blind ----- def ----- Defense +6 (+6 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 37.39 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of power (10-12 power, 2 apr, fire element) elm vilestaff of power (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +8 (+5 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elm vilestaff (12-14.4 power, 2 apr, fire element) potent elm vilestaff (12-14.4 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 12.0 - 14.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +5 (+3 eff.) Dmg.mod +12% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
caustic iron steamsaw of purging (10.5-15.75 power, 0 apr) caustic iron steamsaw of purging (10.5-15.75 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego++] Nature/Disrupt/Steamtech Power 10.5 - 15.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +14 Melee+ +5 nature On Hit: * 6% chance to corrode armour by 30% * 25% chance to remove a magical effect Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% acid ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% HP.reg +0.50 ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
hateful iron steamsaw of massacre (14.5-21.75 power, 0 apr) hateful iron steamsaw of massacre (14.5-21.75 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Psionic/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +12 Melee+ +5 darkness Against +7% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+2 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced iron steamsaw of cold resistance (+16%) (11.5-17.25 power, 0 apr) reinforced iron steamsaw of cold resistance (+16%) (11.5-17.25 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 11.5 - 17.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +12 Uses 1.0 Steam When used to Attack: Block +24 While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +4% Resists +16% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
arcing iron waraxe (10-14 power, 2 apr) arcing iron waraxe (10-14 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
balanced iron waraxe of massacre (18-25.2 power, 2 apr) balanced iron waraxe of massacre (18-25.2 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+5 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +22% One-handed war axes. |
iron waraxe 'Eilinotha' (12.5-17.5 power, 2 apr) iron waraxe 'Eilinotha' (12.5-17.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Random Unique] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 arcane +5 cold While equipped: dps ---------- Melee Ret 20 acid ----- def ----- Resists +5% arcane One-handed war axes. |
linen robe 'Lisyvena' (0 def, 0 armour) linen robe 'Lisyvena' (0 def, 0 armour)2.0 T1 cloth armor [Random Unique] Arcane While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight ---------- misc Vim/s.crit +1.00 Infravis +1 See.Invis +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of alchemy (0 def, 0 armour) linen robe of alchemy (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +5% physical +5% fire +5% cold ----- def ----- Resists +11% acid +11% physical +11% fire +10% cold ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy linen robe of corrosion (+16%) (0 def, 0 armour) slimy linen robe of corrosion (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% acid On Melee Ret: * Slows global speed by 3% * 3 arcane resource burn ----- def ----- Resists +16% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
umbral rough leather gloves of magic (+2) (0 def, 1 armour) umbral rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 6 darkness Dmg.mod +3% darkness +3% arcane ----- def ----- Armour +1 Resists +6% darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
insulating linen wizard hat of lightning (+15%) (1 def, 0 armour) insulating linen wizard hat of lightning (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning +5% cold +5% fire A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of frost (+15%) (1 def, 0 armour) linen wizard hat of frost (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+1 eff.) Resists +15% cold A pointy cloth hat, very wizardly... |
miner's iron helm (0 def, 4 armour) miner's iron helm (0 def, 4 armour)3.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spiked iron mail armour of acid resistance (2 def, 4 armour) spiked iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% acid A suit of armour made of mail. |
spiked rough leather armour of acid resistance (1 def, 2 armour) spiked rough leather armour of acid resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +15% acid A suit of armour made of leather. |
acidic iron shield of lightning resistance (+15%) (4 def, 2 armour, 7.5-9 power, 19 block) acidic iron shield of lightning resistance (+15%) (4 def, 2 armour, 7.5-9 power, 19 block)7.0 T1 shield armor [Ego] Nature/Master When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +19 On Hit: * 10% chance to corrode armour by 30% While equipped: dps ---------- Melee+ 5 acid Melee Ret 11 acid ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
iron shield (4 def, 2 armour, 9.5-11.4 power, 25 block) iron shield (4 def, 2 armour, 9.5-11.4 power, 25 block)7.0 T1 shield armor [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +25 While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
shocking iron shield of fire resistance (+16%) (4 def, 2 armour, 9-10.8 power, 15.5 block) shocking iron shield of fire resistance (+16%) (4 def, 2 armour, 9-10.8 power, 15.5 block)7.0 T1 shield armor [Ego] Nature/Master When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +16 On Hit: * 10% chance to daze at end of turn While equipped: dps ---------- Melee+ 5 lightning Melee Ret 10 lightning ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
130 alchemist agate 130 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
arcing pouch of iron shots of accuracy (12/12, 16-19.2 power, 1 apr) arcing pouch of iron shots of accuracy (12/12, 16-19.2 power, 1 apr)3.0 T1 shot ammo Reqs Dex 11 [Ego] Arcane/Master Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +6 Apr +1 Crit +4.0% Capacity 12 Ranged+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
deadly pouch of iron shots (17/17, 18-21.6 power, 1 apr) deadly pouch of iron shots (17/17, 18-21.6 power, 1 apr)3.0 T1 shot ammo Reqs Dex 11 [Ego] Master Power 18.0 - 21.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 17 Shots are used with slings to pummel your foes to death. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Sunbro deactivates Weapon of Light.
Sunbro deactivates Chant of Fortress.