











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
astralInferno's Celestial Oddities 1.7.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This 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 Items Vault 1.7.0Donators/Buyers bonus! Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. 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:
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.
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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Firmamancer |
Level / Exp | 48 / 96% |
Size | medium |
Lifes / Deaths | Killed by Lisinne the Guardian at level 48 on the 67th Dusk 123rd year of Ascendancy at 14:31 / 1 |
Primary Stats
Strength | 29 (base 13) |
Dexterity | 80 (base 63) |
Constitution | 48 (base 33) |
Magic | 121 (base 66) |
Willpower | 45 (base 14) |
Cunning | 119 (base 66) |
Resources
Life | -532/1063 |
Positive | 151/191 |
Negative | 156/191 |
Steam | 100/100 |
Healing Factor | 1.2678383355186 |
Regeneration | 0.31695958387966 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +9.999999999992% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 10 |
Infravision | 3 |
See Stealth | 10 |
See Invisible | 15 |
Offense: Mainhand
Damage | 53 |
Accuracy | 51 |
Crit Chance | 58% |
APR | 21 |
Speed | 0.91 |
Offense: Offhand
Damage | 5 |
Accuracy | 51 |
Crit Chance | 54% |
APR | 15 |
Speed | 0.91 |
Offense: Spell
Spellpower | 93 |
Crit Chance | 80% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 56% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Blight | +32% |
Arcane | +54% |
Cold | +48% |
All | 0% |
Lightning | +55% |
Light | +27% |
Temporal | +21% |
Physical | +23% |
Fire | +30% |
Darkness | +25% |
Offense: Damage Penetration
Arcane | +16% |
Cold | +20% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 8 (48.304188961773%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 30 |
Spell Save | 47 |
Mental Save | 49 |
Defense: Resistances
Darkness | + 37%( 70%) |
Lightning | + 57%( 70%) |
Light | + 36%( 70%) |
Temporal | + 26%( 70%) |
Blight | + 16%( 70%) |
Cold | + 35%( 70%) |
Fire | + 39%( 70%) |
All | + 13%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Silence Resistance | 50% |
Confusion Resistance | 90% |
Knockback Resistance | 25% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 455 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 186 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 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 307 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Heavens | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Thunderstorm | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Celestial / Calm | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Misty-night | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Drought | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Gale | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Divine | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Rainfall | 1.30 |
| 2/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Forecast | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Aletta Soultorn. Escort: injured seer (level 8 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by NR_FirmamancerTry_N1. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 6. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed faerlhing fang. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed bloated horror heart. * You've found the needed pouch of faeros ash. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() 3.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: Stats +6 Str +7 Dex offense ------ Spellpower +25 (+5 eff.) Mindpower +30 (+8 eff.) defense ------ Armor +5 Fatigue +4% Physical save +15 (+8 eff.) Silence Resist +50% Confus Resist +50% Pinning Resist +25% Stun Resist +50% Knockbk Resist +25% Teleport Resist +100% other ------- Vim-on-crit +2.00 See Invis +15 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 156% Range: 1.0x-1.4x Uses 70% Dex, 40% Mag, 50% Str Damage Void Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Light source | ![]() 0.0 Encumbrance T5 lite [Rare] Arcane While equipped: Stats +7 Wil +6 Mag offense ------ Spell Crit +3% Spellpower +13 (+3 eff.) Damage +24% arcane +20% light Ignore Shields +30% defense ------ Resistance +18% light other ------- Mana-on-crit +2.09 Light +12 See Stealth +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +30 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+7 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Mind save +15 (+5 eff.) Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: offense ------ Physical Crit +17.0% Spell Crit +15% Mind Crit +19% Critical power +13.00% Damage +18% cold Ignore resists +20% cold On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Armor +3 Fatigue +5% Resistance +12% darkness +15% cold Spell save +9 (+3 eff.) other ------- Talents +5 Hand Cannon Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Spell Crit +3% Spellpower +30 (+6 eff.) On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 38 defense ------ Resistance +9% light +3% blight Setup a psionic shield, reducing all damage taken by 51 for 5 turns Puts all charms on 25 cooldown 100% to heal for 53. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 194.57 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Wil +4 Mag offense ------ Spell Crit +6% Physical Power +8 (+4 eff.) Spellpower +15 (+3 eff.) Combat Speed +10% Damage +6% temporal +7% light +12% blight +13% physical +5% darkness When Hit 2 blight 2 arcane When Hit: * 35% chance to reduce strength, dexterity, and constitution by 38 * 41% chance to reduce damage dealt by 27% defense ------ Resistance +6% darkness Spell save +9 (+3 eff.) other ------- Masteries +0.37 Celestial/Apocalypse Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T5 staff 1H weapon [Rare] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.88% Spellpower +35 (+7 eff.) Damage +30% lightning +30% fire +30% arcane +30% cold Ignore resists +16% arcane On-Hit (Melee): * 21% chance to reduce damage dealt by 27% other ------- Mana/turn +5.16 Mana-on-crit +2.09 Max mana +40.00 Talents +1 Command Staff On Spell Hit: 25% Lightning 5 Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Fatigue -20% Confus Resist +30% Stun Resist +30% other ------- Encumbrance +50 Mana-on-crit +3.00 Surround yourself with a magical shield (strength 402, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | ![]() 5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Accuracy Bonus +2.5% proc damage (max 250%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Spellpower/crit +5 Damage +20% blight +20% darkness +20% acid other ------- Mana/turn +5.00 Max mana +50.00 Max vim +25.00 On Spell Hit: 25% Lightning 5 The bottom part of Telos's broken staff. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+3 eff.) Resistance +30% lightning +10% fire +10% darkness +10% cold Stun Resist +50% other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +20 Mag +18 Wil +16 Cun +10 Con offense ------ Spellpower +20 (+4 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 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 204% efficiency and cooldown mod of 57%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 174% efficiency and cooldown mod of 77%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 187% efficiency and cooldown mod of 53%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 182% efficiency and cooldown mod of 57%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 32 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.7 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.0 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 544% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 563% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 633 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 652 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 399.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 2 physical, 4 darkness, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag +1 Wil +2 Con defense ------ Mind save +12 (+4 eff.) other ------- Infravision +1 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +11% temporal Pinning Resist +22% Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +12% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Str offense ------ Mind Crit +2% Damage +9% mind Ignore resists +5% acid other ------- Equi when Hit +0.08 Max hate +4.00 Max psi +50.00 Amulets make your neck look great! |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +1 Mag offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +5% acid +5% fire +6% cold +5% lightning Ignore resists +5% cold defense ------ Defense +25 (+6 eff.) Resistance +12% lightning +3% cold +6% mind Mind save +3 (+1 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: offense ------ On-Hit 20 ice On-Ranged-Hit 20 ice When Hit 20 ice defense ------ Resistance +20% cold Blind Resist +20% other ------- Cooldown Rimebark -3 Glaciate -3 Masteries +0.20 Wild-gift/Boreal No it is not decorated with tigers, it is decorated with an image of the frozen forests in the north. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Fatigue -5% Life Regen +1.00 other ------- Mana/turn +0.12 Max mana +34.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Cun defense ------ Resistance +12% temporal Pinning Resist +26% Knockbk Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% mind +12% cold Ignore resists +25% light +5% cold When Hit 6 mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 33 defense ------ Resistance +33% mind Confus Resist +30% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil defense ------ Resistance +13% fire +12% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +5 (+1 eff.) Damage +4% light +5% temporal +7% darkness +7% physical other ------- Masteries +0.29 Steamtech/Chemistry Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T1 ring jewelry [Unique] Arcane While equipped: offense ------ On-Hit 5 acid On-Ranged-Hit 5 acid Damage +10% acid When Hit 5 acid defense ------ Resistance +10% acid Corrosive Vapour: Effective talent level: 2.5 Power cost 30 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 47.48 acid damage in a radius of 3 each turn for 4 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +6% darkness When Hit 2 darkness defense ------ Resistance +6% temporal +3% mind +3% darkness Silence Resist +22% other ------- Mana/turn +0.12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +2 Cun +2 Mag other ------- Infravision +1 See Stealth +3 See Invis +3 Telepath range +1 Masteries +0.20 Spell/Divination This small iron ring seems exceptionally shiny and in focus. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Wil offense ------ Critical power +10.00% Physical Power +6 (+3 eff.) Spellpower +7 (+2 eff.) Mindpower +6 (+2 eff.) Accuracy +10 (+4 eff.) defense ------ Resistance +6% mind other ------- Stamina/turn +1.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+1 eff.) Confus Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +20% other ------- Infravision +3 See Stealth +5 See Invis +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil defense ------ Mind save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +1 Con defense ------ Spell save +11 (+4 eff.) other ------- Max stamina +11.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +14% fire Ignore resists +10% light When Hit 10 temporal defense ------ Resistance +12% temporal +28% fire Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 50 out of 50/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 20.69 cold and 17.20 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +27% cold defense ------ Resistance +6% light +12% blight +6% fire +3% mind +30% cold Poison Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+6 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Dex offense ------ Damage +12% physical Accuracy +14 (+5 eff.) defense ------ Resistance +6% fire Life +100.00 Healmod +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +11 (+6 eff.) Damage +9% acid Ignore resists +10% blight +15% acid When Hit 4 arcane 10 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 defense ------ Resistance +5% arcane +30% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +6% mind When Hit 8 mind defense ------ Life +25.00 Disarm Resist +30% Pinning Resist +24% Knockbk Resist +34% other ------- Hate-on-crit +1.00 Light +3 See Invis +15 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 12 light On-Ranged-Hit 20 light Damage +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun offense ------ On-Hit 14 physical On-Ranged-Hit 12 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 33 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 33 other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con offense ------ Damage +13% nature defense ------ Resistance +26% nature Physical save +8 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life +24.00 Disarm Resist +20% Pinning Resist +27% Knockbk Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str defense ------ Armor +8 Mind save +9 (+3 eff.) Confus Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+2 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+3 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: Stats +6 Dex offense ------ Damage +14% cold Accuracy +12 (+4 eff.) defense ------ Resistance +28% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: defense ------ Fatigue -7% Life +60.00 Life Regen +12.00 Healmod +16% other ------- Encumbrance +25 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +4 Mag offense ------ Spellpower +8 (+2 eff.) defense ------ Silence Resist +30% other ------- Mana/turn +0.25 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +6 Cun +7 Dex offense ------ Accuracy +21 (+7 eff.) Ignore Armor +11 defense ------ Defense +13 (+3 eff.) Disengage: Puts all charms on 10 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 178% 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! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Life +62.00 Life Regen +9.00 Healmod +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +18% cold +12% arcane +15% mind When Hit 8 mind 8 cold defense ------ Resistance +5% arcane +21% cold Mind save +15 (+5 eff.) Confus Resist +41% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +7 Str +7 Wil +8 Cun +9 Con offense ------ Physical Power +15 (+8 eff.) Mindpower +15 (+5 eff.) Damage +9% acid +32% fire When Hit 4 acid On-Hit (Melee): * 21% chance to reduce armor by 48% defense ------ Resistance +12% acid +40% fire +6% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats -10 Str +16 Wil +6 Cun offense ------ Mindpower +11 (+4 eff.) Damage +15% nature Ignore resists +25% physical Ignore Armor +2 On-Hit (Melee): * 20 arcane resource burn defense ------ Fatigue -9% Resistance +30% nature +3% lightning other ------- Encumbrance +27 Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +7 Str offense ------ Physical Crit +3.0% Spell Crit +12% Critical power +14.00% Spellpower +9 (+2 eff.) Damage +9% acid +20% physical +9% lightning Accuracy +30 (+10 eff.) defense ------ Defense +30 (+7 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane A part of set. Weapon Damage 147% Range: 1.0x-1.2x Uses 80% Mag Damage Arcane Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Wil +3 Con offense ------ Spell Crit +5% Physical Power +12 (+6 eff.) Spellpower +27 (+6 eff.) Damage +30% lightning +10% arcane other ------- Talents +1 Command Staff Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Staves designed for wielders of magic, by the greats of the art. Transformed with the power of the Spellblaze. |
![]() 2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 144% Range: 1.0x-1.2x Uses 100% Mag Damage Physical Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+6 eff.) Damage +35% arcane defense ------ Mind save +8 (+2 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 52 [Unique] Arcane Weapon Damage 182% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 127.14 fire damage, and flames will be left dealing a further 29.36 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Psionic Weapon Damage 152% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +16 darkness +8 mind Damage Against +20% Living While equipped: offense ------ Mind Crit +2% Mindpower +30 (+8 eff.) Damage +6% nature defense ------ Resistance +5% arcane +6% temporal Life +60.00 Disarm Resist +20% Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Rare] Disrupt Weapon Damage 131% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Damage Against +17% Unnatural On Hit: * 20 arcane resource burn While equipped: Stats +5 Wil offense ------ Ignore resists +25% fire On-Hit (Melee): * 20% chance to slow global speed by 61% defense ------ Resistance +15% light +12% cold Massive two-handed swords. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Damage +15% mind Ignore resists +20% mind Accuracy +8 (+3 eff.) defense ------ Defense +9 (+2 eff.) Resistance +15% fire Mind save +18 (+6 eff.) Disarm Resist +32% other ------- Equi when Hit +0.12 Max psi +50.00 Blunt and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Arcane Weapon Damage 101% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 light Damage Against +15% Undead While equipped: offense ------ Damage +9% lightning defense ------ Resistance +30% fire Unlife -40.00 life Life +100.00 Healmod +20% Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% One-handed war axes. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 144% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
stralite ritual blade of lifedrinking (123% power, 9 apr) stralite ritual blade of lifedrinking (123% power, 9 apr)1.0 Encumbrance T4 ritual blade 1H weapon [Ego+] Arcane Weapon Damage 123% Range: 1.0x-1.3x Uses 45% Mag, 45% Dex Damage Physical Accuracy Bonus +0.5% Ignore Armor (max 50%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Damage Against +0% Undead +0% Demon +0% Horror While equipped: offense ------ Spell Crit +8% defense ------ Lifesteal Chance +8% Lifesteal +8% other ------- Vim-on-crit +2.00 Sharp, short and deadly. |
![]() 3.0 Encumbrance T4 shot ammo [Ego++] Arcane/Psionic Weapon Damage 154% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 22 On-ranged-hit +19 darkness Damage Against +10% Living On Hit: 20% Curse of Defenselessness 4 Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego++] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Deals 213 light and fire damage to each enemy blocked defense ------ Armor +12 Fatigue +8% Resistance +7% light +7% fire other ------- Talents +1 Block Handheld deflection devices. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Normal] While equipped: defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +6 Str +2 Cun +8 Con offense ------ Damage +7% physical defense ------ Armor +3 Physical save +14 (+7 eff.) Mind save +16 (+5 eff.) other ------- Size +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats -20 Str +6 Dex +24 Mag +4 Wil +11 Lck offense ------ Spell Crit +3% Damage +15% arcane Ignore resists +14% temporal +17% darkness +10% arcane defense ------ Armor +5 Resistance +28% darkness +16% temporal +5% arcane +6% light Stealth +8 Out-of-Phase Defense +24 Out-of-Phase Resistance +16% Out-of-Phase Resilience +25% other ------- Mana/turn +0.35 Max mana +39.00 Light +1 A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +5 Con offense ------ On-Hit 11 fire Damage +24% mind +7% fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 33 defense ------ Armor +2 Fatigue +3% Resistance +15% light +8% fire Crit Resistance 15.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +4 Cun +2 Str offense ------ Mind Crit +4% Damage +14% blight Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce armor by 48% defense ------ Defense +2 (+0 eff.) Resistance +26% blight Crit Resistance 15.00% other ------- Equi when Hit +0.16 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +6% temporal A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% mind +10% arcane +15% light Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 20 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
Tidequench Tidequench1.0 Encumbrance T2 wardstone armor [Rare] Psionic While equipped: offense ------ Damage +12% cold Ignore resists +25% cold defense ------ Defense +4 (+1 eff.) Resistance +9% acid +12% fire +9% light Damage Reduction +2 all Spell save +15 (+5 eff.) Mind save +13 (+4 eff.) Slow Projectiles +15% other ------- Light +3 Handheld warding devices |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+4 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Damage +0% light Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 Encumbrance T5 lite [Ego+] Arcane/Master While equipped: offense ------ Spell Crit +4% Spellpower +4 (+1 eff.) Damage +0% light defense ------ Resistance +9% blight +11% darkness other ------- Light +8 Infravision +3 See Invis +9 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Effective talent level: 2.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 37 blight damage or heals 42 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: offense ------ Critical power +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +2 Str offense ------ Damage +7% mind +7% fire defense ------ Armor +2 Resistance +3% cold +9% fire Mind save +5 (+1 eff.) Life +100.00 Knockbk Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 374 Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% lightning +10% fire +10% cold +10% physical other ------- Wards +2 lightning +1 temporal +1 light +2 fire +1 nature +1 acid +2 physical +1 darkness +1 blight +2 cold +1 mind +1 arcane Talents +2 Ward Masteries +0.20 Spell/Elementalism Chromatic Orb: Effective talent level: 3.5 Power cost 20 out of 24/24. Range 20 Cooldown: 3 Travel.spd 300% of base Is: a spell Description: Fire a slowish bolt of a random element doing 300.12 damage. At level 5 it also does 50% splash damage to adjacent targets. The damage will increase with your Spellpower. This brightly coloured wand is studded with wyrm teeth. It feels close to the elements. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 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 NR_FirmamancerTry_N1 the Cornac Firmamancer level 26
11st Regrowth 123rd year of Ascendancy at 13:53 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 36
13rd Pyre 123rd year of Ascendancy at 11:24 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 35
73rd Regrowth 123rd year of Ascendancy at 13:53 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 35
80th Regrowth 123rd year of Ascendancy at 02:41 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 48
59th Dusk 123rd year of Ascendancy at 21:45 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 41
58th Pyre 123rd year of Ascendancy at 13:16 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 32
69th Regrowth 123rd year of Ascendancy at 02:09 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 12
6th Flare 122nd year of Ascendancy at 02:13 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 38
29th Pyre 123rd year of Ascendancy at 16:26 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 44
8th Dusk 123rd year of Ascendancy at 06:18 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 40
57th Pyre 123rd year of Ascendancy at 21:13 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 20
1st Decay 122nd year of Ascendancy at 04:03 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 28
20th Regrowth 123rd year of Ascendancy at 00:24 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 28
23rd Regrowth 123rd year of Ascendancy at 13:58 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 30
37th Regrowth 123rd year of Ascendancy at 15:56 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 10
3rd Mirth 122nd year of Ascendancy at 08:40 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 20
52nd Haze 122nd year of Ascendancy at 03:21 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 30
33rd Regrowth 123rd year of Ascendancy at 21:40 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 40
57th Pyre 123rd year of Ascendancy at 02:05 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 8
3rd Mirth 122nd year of Ascendancy at 03:17 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 30
53rd Regrowth 123rd year of Ascendancy at 08:52 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 30
34th Regrowth 123rd year of Ascendancy at 12:04 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 25
7th Regrowth 123rd year of Ascendancy at 23:38 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 23
8th Allure 123rd year of Ascendancy at 11:21 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 11
6th Flare 122nd year of Ascendancy at 02:12 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 38
47th Pyre 123rd year of Ascendancy at 06:07 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 11
10th Mirth 122nd year of Ascendancy at 03:08 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 28
23rd Regrowth 123rd year of Ascendancy at 02:01 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 11
8th Mirth 122nd year of Ascendancy at 03:48 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 42
7th Mirth 123rd year of Ascendancy at 14:15 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 29
32nd Regrowth 123rd year of Ascendancy at 12:08 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 22
6th Allure 123rd year of Ascendancy at 21:47 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 34
72nd Regrowth 123rd year of Ascendancy at 23:35 see stats
By NR_FirmamancerTry_N1 the Cornac Firmamancer level 40
57th Pyre 123rd year of Ascendancy at 08:21 see stats
Log
You pickup 0.40 gold pieces.
You pickup 2.75 gold pieces.
Ran for 2 turns (stop reason: hostile spotted to the south (blade horror)).
NR_FirmamancerTry_N1 casts Downpour.
NR_FirmamancerTry_N1's spell attains critical power!
NR_FirmamancerTry_N1 casts Lightning.
NR_FirmamancerTry_N1's spell attains critical power!
You collect a new ingredient: orc heart (1).
NR_FirmamancerTry_N1 hits Blade horror for 1017 cold damage.
NR_FirmamancerTry_N1 hits Something for 989 cold damage.
NR_FirmamancerTry_N1 killed Blade horror!
Resting starts...
Talent Downpour is ready to use.
Rested for 2 turns (stop reason: all resources and life at maximum).
Ran for 2 turns (stop reason: hostile spotted to the north (Lisinne the Guardian)).
NR_FirmamancerTry_N1 casts Downpour.
NR_FirmamancerTry_N1's spell attains critical power!
NR_FirmamancerTry_N1 is recovering from the damage!
NR_FirmamancerTry_N1 casts Lightning.
NR_FirmamancerTry_N1's spell attains critical power!
The ground around NR_FirmamancerTry_N1 no longer looks dry.
The iridescent rain around NR_FirmamancerTry_N1 fades away and disappears.
The ominous pressure around NR_FirmamancerTry_N1 fades away and disappears.
The cruel winds around NR_FirmamancerTry_N1 weaken and disappear.
NR_FirmamancerTry_N1 is no longer sustained by their light.