











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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:
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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 50 / 1199% |
Size | medium |
Lifes / Deaths | Killed by Layulenor the maulotaur at level 18 on the 58th Dusk 122nd year of Ascendancy at 04:43 3 / 4Killed by Greater Mummy Lord at level 50 on the 32nd Haze 123rd year of Ascendancy at 15:30 Killed by ShaSki at level 50 on the 42nd Haze 123rd year of Ascendancy at 16:04 Killed by ShaSki at level 50 on the 42nd Haze 123rd year of Ascendancy at 19:31 |
Primary Stats
Strength | 39 (base 14) |
Dexterity | 114 (base 66) |
Constitution | 46 (base 16) |
Magic | 87 (base 60) |
Willpower | 31 (base 10) |
Cunning | 105 (base 66) |
Resources
Life | 1095/1095 |
Stamina | 264/264 |
Steam | 100/100 |
Healing Factor | 1.2567804250994 |
Regeneration | 17.771135073157 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +95.238095238095% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 58.612486196198 |
See Invisible | 50.612486196198 |
Offense: Mainhand
Damage | 237 |
Accuracy | 81 |
Crit Chance | 75% |
APR | 20 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 62 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Physical | +125% |
Light | +22% |
Temporal | +26% |
Nature | +26% |
Arcane | +27% |
Fire | +36% |
All | +6% |
Offense: Damage Penetration
Temporal | +45% |
All | +25% |
Physical | +119% |
Fire | +40% |
Nature | +45% |
Defense: Base
Armour (hardiness) | 61 (98.594633868923%) |
Defense | 105 |
Ranged Defense | 107 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 48 |
Mental Save | 62 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 36%( 70%) |
Cold | + 47%( 70%) |
All | + 25%( 70%) |
Physical | + 59%( 70%) |
Lightning | + 70%( 70%) |
Light | + 36%( 70%) |
Temporal | + 66%( 70%) |
Mind | + 44%( 70%) |
Darkness | + 36%( 70%) |
Fire | + 45%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 55% |
Instadeath Resistance | 100% |
Confusion Resistance | 80% |
Disarm Resistance | 100% |
Stun Resistance | 90% |
Poison Resistance | 50% |
Knockback Resistance | 55% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 268 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 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 137 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 943% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 214 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 Cunning stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Cunning / Poisons | 1.80 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Insidious Poison |
talent | Numbing Poison |
talent | Trained Reactions |
talent | Pace Yourself |
talent | Secrets of the Eternals |
talent | Chant of Fortress |
talent | Counter Shot |
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. | active |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
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 talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1257. | 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. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 your homeland 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 T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Physical save +15 (+5 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Life +80.00 Pinning Resist +25% Stun Resist +40% Knockbk Resist +25% Teleport Resist +100% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 23 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 167% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +17.5% Capacity 22 On-ranged-hit +29 physical +16 cold +16 mind On-Hit, radius 1 +12 nature On Hit: * 20% chance to reduce all saves and defense by 28 * 20% chance to slow global speed by 55% * 20% chance to knock the target back 3 spaces and deal 178 physical damage On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +16% light +18% physical On-Hit (Melee): * 10% chance to reduce damage dealt by 23% defense ------ Defense +20 (+4 eff.) other ------- Light +10 See Stealth +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +10 Cun +3 Dex offense ------ Physical Crit +8.4% Critical power +15.00% Damage +24% physical +18% fire Accuracy +15 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Armor +5 Fatigue +5% Resistance +25% mind Mind save +44 (+11 eff.) Confus Resist +50% other ------- Stamina/turn +3.13 A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Disarm Resist +100% other ------- Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Dex offense ------ Ignore resists +10% physical Accuracy +20 (+4 eff.) defense ------ Defense +25 (+4 eff.) Resistance +5% arcane +6% lightning Blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Dex +6 Wil offense ------ Spell Crit +6% When Hit 6 blight defense ------ Defense +15 (+3 eff.) Fatigue -7% Resistance +5% physical +15% cold Physical save +9 (+3 eff.) other ------- Encumbrance +36 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Critical power +15.00% Physical Power +8 (+2 eff.) Spellpower +8 (+2 eff.) Mindpower +11 (+4 eff.) Damage +12% physical +6% all When Hit 2 lightning 8 physical defense ------ Resistance +12% lightning Unlife -40.00 life Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +19 Dex +8 Mag +18 Cun +19 Con offense ------ Move Speed +20% Damage +21% arcane +12% fire Ignore resists +15% fire When Hit 4 fire defense ------ Fatigue -19% Resistance +12% fire Life Regen +8.00 other ------- Stamina/turn +2.30 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T5 sling 1H weapon [Unique] Master Weapon Damage 65% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 4.0 Power cost 12 out of 16/16. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Defense +10 (+2 eff.) Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +15 (+4 eff.) Slow Projectiles +25% Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 161% Range: 1.0x-1.2x Uses 70% Mag, 100% Str Damage Temporal Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+3 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+7 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+4 eff.) Resistance +30% lightning Poison Resist +50% Stun Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+6 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +8 Hardiness +20% Defense +9 (+2 eff.) Fatigue +1% Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 36 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] 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 147% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] 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 151% efficiency and cooldown mod of 50%. 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 246% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 278 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 768% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 822% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1052% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 715% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 cure yourself of one random magical effect and reduce all damage taken by 38% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 cure yourself of one random mental and physical effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. 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: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 37% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. 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: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 535 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 120 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 692 damage for 6 turns. Its effects scale with your Cunning stat. 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 amulet jewelry [Rare] Master While equipped: offense ------ Physical Power +6 (+2 eff.) Combat Speed +10% Damage +6% cold +5% physical defense ------ Resistance +3% light other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +15% physical defense ------ Armor +2 Resistance +6% temporal +11% fire +3% mind +11% cold Healmod +5% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +7 (+2 eff.) Life +39.00 Life Regen +2.00 other ------- Masteries +0.15 Technique/Buckler Training +0.15 Cunning/Trapping Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-1 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: offense ------ Damage +3% cold defense ------ Armor +4 Resistance +11% temporal +6% darkness +9% physical Blind Resist +11% Disease Resist +20% Pinning Resist +27% Knockbk Resist +28% other ------- Stamina/turn +0.40 Infravision +4 Sight +2 See Invisibility +5 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Disrupt While equipped: defense ------ Resistance +21% blight +24% fire +22% nature +5% arcane Mind save +9 (+3 eff.) Healmod +20% Poison Resist +38% Disease Resist +37% Disarm Resist +20% Pinning Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +7 Dex offense ------ Critical power +20.00% Ignore resists +20% light +10% physical defense ------ Armor +8 Resistance +19% light +19% darkness Blind Resist +34% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +12% acid On-Hit (Melee): * 10% chance to slow global speed by 55% defense ------ Resistance +3% lightning +9% temporal +18% light +15% fire +16% darkness Blind Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex offense ------ Physical Power +7 (+2 eff.) Combat Speed +10% Damage +30% mind +9% physical When Hit 6 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Resistance +3% fire other ------- Masteries +0.34 Cunning/Called Shots +0.34 Cunning/Scoundrel Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Con offense ------ Mindpower +31 (+11 eff.) defense ------ Defense +10 (+2 eff.) Resistance +12% lightning +15% fire +27% cold Crit Resistance 15.52% Unlife -40.00 life Life +40.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Cun +7 Str offense ------ Critical power +20.00% defense ------ Resistance +15% acid +6% darkness +6% blight +6% cold +5% arcane Life Regen +4.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Dex defense ------ Resistance +20% blight +27% cold Spell save +18 (+6 eff.) Life Regen +4.00 Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 2.0 Power cost 43 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 36 out of 80/80. Range melee/personal Cooldown: 49 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Critical power +17.00% Spellpower +9 (+2 eff.) Mindpower +8 (+3 eff.) Damage +10% blight +7% fire defense ------ Mind save +7 (+2 eff.) Confus Resist +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Nature While equipped: Stats +8 Lck offense ------ Accuracy +9 (+2 eff.) defense ------ Defense +6 (+1 eff.) Resist unseen 14% Blind Resist +27% other ------- Infravision +6 Sight +2 See Invisibility +12 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +9 Dex +5 Con offense ------ Ignore Armor +12 defense ------ Armor +8 other ------- Light +3 Masteries +0.26 Cunning/Called Shots Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +4 Str +3 Con defense ------ Physical save +9 (+3 eff.) Life +58.00 Life Regen +5.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +14 Wil offense ------ Mindpower +15 (+5 eff.) Ignore resists +5% cold When Hit 2 nature On-Hit (Melee): * 10% chance to slow global speed by 55% defense ------ Resistance +15% nature +15% cold Mind save +15 (+4 eff.) Confus Resist +20% other ------- Masteries +0.40 Wild-gift/Harmony +0.40 Steamtech/Physics Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +5 Str +13 Dex +5 Mag +5 Wil +13 Cun +5 Con offense ------ Move Speed +15% Damage +20% lightning Ignore resists +10% all Accuracy +10 (+2 eff.) defense ------ Resistance +30% mind Damage Avoidance +8% Affinity +20% lightning Confus Resist +30% Fear Resist +30% other ------- Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Mag offense ------ Spell Crit +5% Mind Crit +1% Spellpower/crit +4 defense ------ Armor +11 Defense +19 (+3 eff.) Resistance +15% physical Max Resistance +12% all Physical save +54 (+15 eff.) other ------- Stamina/turn +1.10 Mana/turn +0.04 Vim-on-crit +2.09 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: offense ------ Physical Power +10 (+2 eff.) Spellpower/crit +8 Combat Speed +10% On-Hit 15 light 14 darkness Damage +10% physical +12% light +15% darkness Ignore resists +5% blight Ignore Shields +30% When Hit: * 15% chance to reduce damage dealt by 23% * 13% chance to blind defense ------ Resistance +9% nature other ------- Light +3 Masteries +0.40 Technique/Tireless Combatant Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: offense ------ On-Hit 15 light 14 darkness Damage +24% cold +27% light +15% darkness Ignore resists +10% light +10% cold When Hit 6 cold When Hit: * 15% chance to blind * 15% chance to reduce damage dealt by 23% defense ------ Resistance +6% light +3% cold Physical save +24 (+8 eff.) Spell save +24 (+8 eff.) Mind save +25 (+7 eff.) other ------- Masteries +0.37 Cunning/Trapping +0.37 Cunning/Scoundrel Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 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 T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +30% light +14% fire Ignore resists +10% darkness When Hit 2 darkness 8 fire defense ------ Resistance +6% darkness +28% fire other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +3 Dex offense ------ Physical Power +15 (+3 eff.) Damage +13% acid +9% darkness Accuracy +30 (+6 eff.) Ignore Armor +5 defense ------ Resistance +26% acid Rings make your fingers look great! |
![]() 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 3 tidal wave that expands slowly over 7 turns, dealing 12.61 cold and 26.77 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 43 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% acid defense ------ Fatigue -5% Resistance +20% acid other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +12 (+4 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con defense ------ Life +54.00 Life Regen +6.00 Healmod +11% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag +3 Cun offense ------ Spellpower +7 (+2 eff.) Spellpower/crit +2 Damage +11% darkness defense ------ Armor +6 Resistance +22% darkness other ------- Max mana +60.00 Max vim +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun offense ------ On-Hit 22 physical On-Ranged-Hit 16 physical Damage +6% light +9% temporal Ignore resists +10% light When Hit 4 light On-Hit (Melee): * 20% chance to slow global speed by 55% * 15% chance to reduce all saves and defense by 28 On-Hit (Ranged): * 16% chance to reduce all saves and defense by 28 defense ------ Resistance +15% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Hate-on-crit +3.00 Max hate +11.00 Light +3 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 4.0 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Str +2 Dex +2 Mag +8 Wil +8 Cun +2 Con offense ------ Physical Power +11 (+3 eff.) Spellpower +10 (+3 eff.) Mindpower +20 (+7 eff.) Damage +12% arcane +6% all Ignore resists +25% arcane +10% light Accuracy +9 (+2 eff.) Ignore Armor +12 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 8 turn cooldown Effective talent level: 2.6 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 T3 ring jewelry [Ego+] Nature While equipped: defense ------ Life +66.00 Life Regen +11.00 Healmod +13% Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +4 Mag offense ------ Spellpower +9 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Str +4 Mag +14 Con offense ------ Physical Power +19 (+4 eff.) Mindpower +10 (+4 eff.) Damage +6% temporal Ignore resists +15% mind defense ------ Spell save +8 (+3 eff.) Stun Resist +30% other ------- EQ when Hit +0.12 Hate-on-crit +3.00 Max psi +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: offense ------ Damage +12% lightning +12% cold defense ------ Resistance +24% lightning +1% physical +6% darkness +24% cold +6% temporal Mind save +8 (+2 eff.) Confus Resist +25% Stun Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -6% Life +29.00 Disarm Resist +22% Pinning Resist +32% Knockbk Resist +28% other ------- Encumbrance +22 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con defense ------ Spell save +14 (+5 eff.) other ------- Max stamina +16.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +7 Str +5 Dex +7 Mag +8 Wil +14 Cun offense ------ Mindpower +13 (+5 eff.) Damage +21% darkness When Hit 8 darkness defense ------ Resistance +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Str +5 Wil +6 Cun offense ------ Spell Crit +1% On-Hit 20 physical On-Ranged-Hit 16 physical When Hit 4 arcane On-Hit (Melee): * 17% chance to reduce all saves and defense by 28 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 28 defense ------ Armor +8 Resistance +3% fire Mind save +9 (+3 eff.) Confus Resist +33% other ------- Mana/turn +0.08 Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +5 Str offense ------ Damage +18% lightning defense ------ Armor +10 Resistance +36% lightning +18% cold +5% arcane +9% light Healmod +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +4 Dex offense ------ Physical Crit +6.0% Physical Power +25 (+5 eff.) Damage +18% cold Ignore resists +15% physical On-Hit (Melee): * 20% chance to reduce armor by 39% defense ------ Resistance +12% acid +36% cold +3% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +11 Cun +5 Mag offense ------ Spellpower +8 (+2 eff.) On-Hit 28 physical On-Ranged-Hit 22 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 28 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 28 other ------- Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 4.0 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +1 Con defense ------ Spell save +15 (+5 eff.) other ------- Max stamina +24.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +8 Wil +6 Cun offense ------ Mindpower +8 (+3 eff.) On-Hit 23 light On-Ranged-Hit 29 light Damage +15% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +5 Mag offense ------ Spellpower +9 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +12 Mag +7 Wil +4 Cun offense ------ Spellpower +25 (+6 eff.) Damage +15% mind Ignore resists +10% arcane Accuracy +20 (+4 eff.) When Hit 4 arcane defense ------ Resistance +6% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +2 Dex +3 Mag +5 Wil +6 Cun offense ------ Physical Power +15 (+3 eff.) Mindpower +9 (+3 eff.) On-Hit 19 light On-Ranged-Hit 40 light Damage +16% darkness +15% light Ignore Armor +2 defense ------ Armor +8 Defense +10 (+2 eff.) Resistance +32% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+13 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Str +7 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Resistance +21% acid +21% fire +30% lightning +20% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: Stats +21 Con offense ------ Accuracy +9 (+2 eff.) Ignore Armor +16 defense ------ Defense +14 (+3 eff.) Resistance +10% blight Affinity +15% nature Spell save +18 (+6 eff.) Life Regen +2.00 Healmod +30% Stun Resist +30% other ------- Max stamina +28.00 Disengage: Puts all charms on 8 turn cooldown Effective talent level: 2.6 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 T5 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +8 Wil offense ------ Mindpower +15 (+5 eff.) Damage +21% darkness Ignore resists +25% darkness defense ------ Resistance +5% arcane +18% fire Crit Resistance 15.52% Physical save +18 (+6 eff.) Life Regen +4.14 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +10 Con offense ------ Damage +12% temporal Ignore resists +15% lightning +5% temporal +15% blight Accuracy +16 (+4 eff.) Ignore Armor +11 defense ------ Defense +17 (+3 eff.) Resistance +6% lightning +6% blight Physical save +20 (+7 eff.) Mind save +13 (+4 eff.) Confus Resist +40% Disengage: Puts all charms on 8 turn cooldown Effective talent level: 2.6 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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 T5 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun offense ------ On-Hit 19 physical On-Ranged-Hit 12 physical On-Hit (Melee): * 16% chance to reduce all saves and defense by 28 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 28 other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
![]() 4.0 Encumbrance T4 sling 1H weapon [Ego++] Master Weapon Damage 65% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 Projectile Speed +200% While equipped: Stats +2 Cun offense ------ Physical Crit +11.0% Combat Speed +10% Accuracy +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Master Weapon Damage 65% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +20 blight On-crit, radius 2 +4 lightning While equipped: Stats +6 Cun offense ------ Physical Crit +8.0% Damage +15% blight Ignore resists +30% physical Accuracy +12 (+3 eff.) On-Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 29 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Random Unique] Nature/Master Weapon Damage 65% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +12 Str +12 Dex +9 Mag +13 Wil +12 Cun +17 Con offense ------ Physical Crit +7.0% Damage +9% light Accuracy +15 (+3 eff.) defense ------ Resistance +6% acid +12% fire +9% blight Spell save +6 (+2 eff.) other ------- Masteries +0.20 Wild-gift/Fungus Regenerate 152 life over 5 turns Puts all charms on 15 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 Encumbrance T4 shot ammo [Random Unique] Nature/Master Weapon Damage 171% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +29.5% Capacity 18 Projectile Speed +200% On-ranged-hit +21 nature On-Hit, radius 1 +8 nature On Hit: * 21% chance to slow global speed by 55% * 20 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 221 physical damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego++] Master/Psionic Weapon Damage 172% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +18.0% Capacity 21 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Nature/Master Weapon Damage 175% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +14 Critical Rate +15.0% Capacity 19 Projectile Speed +400% On-ranged-hit +4 acid On-Hit, radius 1 +8 acid On Hit: * 20% chance to reduce armor by 39% * 20% chance to create vines that bind the target to the ground dealing 178 nature damage and pinning them for 3 turns * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 221 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T4 cloth armor [Rare] Nature While equipped: Stats +8 Str +7 Mag +7 Wil +1 Con offense ------ Physical Power +15 (+3 eff.) Damage +18% lightning +26% physical +22% cold When Hit 4 physical defense ------ Resistance +16% lightning +15% light +6% fire +11% cold +5% arcane +13% all Silence Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Psionic While equipped: offense ------ Spell Crit +3% Critical power +21.07% Spellpower/crit +6 Ignore resists +25% acid defense ------ Resistance +18% acid +18% darkness +20% mind +15% all Physical save +20 (+7 eff.) Spell save +20 (+7 eff.) Mind save +37 (+10 eff.) other ------- Mana-on-crit +2.11 Vim-on-crit +2.11 Max mana +60.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Rare] Arcane While equipped: Stats +4 Cun offense ------ Damage +30% darkness Ignore resists +29% physical Accuracy +34 (+7 eff.) When Hit 11 mind defense ------ Armor +14 Resistance +54% darkness +15% all Mind save +9 (+3 eff.) Disarm Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun +10 Mag offense ------ Critical power +20.00% Damage +6% temporal +30% light +3% mind Ignore resists +20% mind +5% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +7 Defense +7 (+1 eff.) Resistance +11% lightning +27% light +27% darkness +12% cold +11% blight +11% fire +12% mind +15% all Physical save +19 (+6 eff.) Spell save +40 (+13 eff.) Mind save +20 (+5 eff.) Life +54.00 other ------- Hate-on-crit +4.00 Psi-on-crit +4.00 Light +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +17% physical Ignore resists +5% temporal +14% physical When Hit 6 temporal 6 mind 2 nature On-Hit (Melee): * 20% chance to slow global speed by 55% * 20% chance to reduce all saves and defense by 28 defense ------ Resistance +9% mind Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Dex +6 Mag +8 Wil +5 Con offense ------ Spell Crit +4% Mindpower +6 (+2 eff.) Damage +9% blight defense ------ Resistance +3% blight Mind save +15 (+4 eff.) Life +55.00 other ------- See Invisibility +12 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex offense ------ Physical Crit +11.0% Mind Crit +10% Damage +6% acid +6% nature On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 defense ------ Resistance +18% nature A belt that goes around your waist. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+3 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.2 Power cost 22 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 62 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +4 Dex +8 Wil +12 Cun +5 Con offense ------ Ignore resists +10% nature Against +41% Summoned When Hit 6 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 28 defense ------ Resistance +15% light +15% mind Resist Against +45% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Dex offense ------ Ignore resists +20% lightning On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +12 (+2 eff.) Resistance +6% lightning Physical save +8 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max stamina +30.00 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 T5 cloak armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +1 Cun +4 Con offense ------ Physical Crit +1.0% Damage +13% darkness Ignore resists +12% darkness When Hit 8 light defense ------ Armor +4 Defense +3 (+1 eff.) Resistance +12% darkness Physical save +9 (+3 eff.) Stealth +22 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 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Dex +7 Mag +4 Cun offense ------ Damage +22% darkness Ignore resists +13% darkness defense ------ Defense +3 (+1 eff.) Resistance +24% darkness Stealth +21 Life +49.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +8 Dex offense ------ Damage +6% physical Ignore Armor +5 defense ------ Armor +1 Resistance +6% mind Stealth +7 Life +40.00 Confus Resist +20% A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Power +30 (+6 eff.) Damage +6% temporal Ignore resists +20% temporal Accuracy +20 (+4 eff.) When Hit 4 physical 4 temporal defense ------ Armor +11 Defense +15 (+3 eff.) Fatigue -7% Physical save +11 (+4 eff.) other ------- Encumbrance +32 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +12 Str +3 Wil offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) Ignore resists +11% physical defense ------ Armor +3 Resistance +18% lightning other ------- Light +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex offense ------ Steampower +5 (+1 eff.) defense ------ Armor +12 Defense +10 (+2 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
![]() 2.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: Stats +8 Cun +4 Dex defense ------ Armor +1 Defense +7 (+1 eff.) Fatigue +2% other ------- Masteries +0.10 Spell/Temporal Blink to a nearby random location within range 14 (based on Magic). Uses 16 power out of 40/40 Those leather boots can make anybody as annoying as their former possessor, Draebor. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +4 Fatigue +3% Silence Resist +28% Confus Resist +28% Stun Resist +25% Blink to a nearby random location (rad 8) Puts all charms on 18 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Power +9 (+2 eff.) defense ------ Armor +4 Blind Resist +20% Confus Resist +20% Pinning Resist +20% Teleport Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: defense ------ Armor +2 Resistance +9% temporal +9% light +15% blight +9% fire +9% darkness Spell save +3 (+1 eff.) Life Regen +7.00 other ------- Stamina/turn +0.90 Max stamina +22.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Physical Power +20 (+4 eff.) Damage +30% fire Ignore resists +25% physical Accuracy +10 (+2 eff.) Ignore Armor +4 defense ------ Armor +9 Fatigue +5% Physical save +28 (+9 eff.) Mind save +10 (+3 eff.) Disarm Resist +47% other ------- Max stamina +30.00 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 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+8 eff.) Ignore Armor +15 defense ------ Defense +15 (+3 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Dex +4 Wil +4 Cun +1 Con offense ------ Mindpower +6 (+2 eff.) Accuracy +10 (+2 eff.) Ignore Armor +5 defense ------ Armor +5 Fatigue +5% Resistance +12% acid +12% fire +13% lightning +14% cold Unlife -40.00 life Pinning Resist +10% Knockbk Resist +20% A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+2 eff.) Mindpower +8 (+3 eff.) defense ------ Defense +1 (+0 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 1.0 Power cost 11 out of 15/15. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+4 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire 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! |
![]() 2.0 Encumbrance T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun offense ------ Accuracy +20 (+4 eff.) defense ------ Defense +10 (+2 eff.) Blind Resist +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 22 power out of 30/30 How do these even work? |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: offense ------ Critical power +20.00% Physical Power +15 (+3 eff.) defense ------ Armor +5 Fatigue +5% Resistance +15% acid +14% cold +20% blight +15% fire +5% arcane +12% lightning Crit Resistance 15.52% Healmod +15% Poison Resist +20% Teleport Resist +20% A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +0 Cun +2 Str offense ------ Critical power +15.00% Physical Power +10 (+2 eff.) Mindpower +15 (+5 eff.) Damage +9% physical Ignore resists +15% physical defense ------ Armor +4 Fatigue +4% Resistance +13% light +13% darkness Unlife -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +9 Dex +6 Wil offense ------ Mindpower +15 (+5 eff.) Damage +6% mind defense ------ Armor +5 Fatigue +5% Resistance +9% acid +9% cold +25% mind Crit Resistance 17.43% Mind save +45 (+12 eff.) Disease Resist +23% Confus Resist +39% other ------- EQ when Hit +0.08 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 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 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 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: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold 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 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +13 Wil offense ------ Damage +18% light Ignore resists +11% all Ignore Armor +11 When Hit 8 light defense ------ Resistance +20% light other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T5 lite [Rare] Psionic While equipped: Stats +8 Mag +7 Wil offense ------ Critical power +15.00% Damage +15% mind defense ------ Resistance +18% light +5% arcane other ------- Vim-on-crit +2.00 Max mana +40.00 Max vim +40.00 Light +5 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. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +21 Str +4 Dex +7 Wil +3 Con offense ------ Physical Crit +11.0% Mind Crit +12% Physical Power +8 (+2 eff.) Move Speed +10% Ignore Armor +4 defense ------ Unlife -40.00 life other ------- Max stamina +10.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +16 Str offense ------ Ignore resists +5% mind Accuracy +5 (+1 eff.) Ignore Armor +14 defense ------ Fatigue -13% Resistance +3% mind +4% physical Unlife -20.00 life While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 19 turn cooldown Effective talent level: 4.0 Power cost 19 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Damage +15% temporal defense ------ Resistance +0% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 15 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 2.6 Power cost 13 out of 35/35. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 644.64 fire damage (based on Magic). Uses 36 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 145 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 690.48 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 18 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +15% mind When Hit 4 mind defense ------ Armor +6 Defense +10 (+2 eff.) Resistance +15% mind Physical save +9 (+3 eff.) Spell save +12 (+4 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 11 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +15% lightning defense ------ Armor +8 Defense +30 (+5 eff.) Resistance +12% mind Silence Resist +20% Sting an enemy dealing 357 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown 100% to reduce fatigue by 35% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +5 Cun +8 Wil offense ------ Spell Crit +8% Spellpower +25 (+6 eff.) Spellpower/crit +10 defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- See Invisibility +15 Harden the skin for 7 turns increasing armour by 64 and armour hardiness by 60% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By ShaSki the Shalore Skirmisher level 35
24th Regrowth 123rd year of Ascendancy at 13:39 see stats
By ShaSki the Shalore Skirmisher level 50
43rd Haze 123rd year of Ascendancy at 04:18 see stats
By ShaSki the Shalore Skirmisher level 35
23rd Regrowth 123rd year of Ascendancy at 00:21 see stats
By ShaSki the Shalore Skirmisher level 41
30th Pyre 123rd year of Ascendancy at 16:33 see stats
By ShaSki the Shalore Skirmisher level 48
54th Dusk 123rd year of Ascendancy at 06:52 see stats
By ShaSki the Shalore Skirmisher level 40
27th Pyre 123rd year of Ascendancy at 07:42 see stats
By ShaSki the Shalore Skirmisher level 11
3rd Dusk 122nd year of Ascendancy at 16:50 see stats
By ShaSki the Shalore Skirmisher level 38
23rd Pyre 123rd year of Ascendancy at 09:17 see stats
By ShaSki the Shalore Skirmisher level 38
22nd Pyre 123rd year of Ascendancy at 12:34 see stats
By ShaSki the Shalore Skirmisher level 23
22nd Haze 122nd year of Ascendancy at 13:06 see stats
By ShaSki the Shalore Skirmisher level 35
30th Regrowth 123rd year of Ascendancy at 19:52 see stats
By ShaSki the Shalore Skirmisher level 40
27th Pyre 123rd year of Ascendancy at 20:54 see stats
By ShaSki the Shalore Skirmisher level 50
59th Haze 123rd year of Ascendancy at 02:41 see stats
By ShaSki the Shalore Skirmisher level 50
75th Haze 123rd year of Ascendancy at 17:32 see stats
By ShaSki the Shalore Skirmisher level 37
21st Pyre 123rd year of Ascendancy at 18:42 see stats
By ShaSki the Shalore Skirmisher level 29
8th Decay 122nd year of Ascendancy at 00:22 see stats
By ShaSki the Shalore Skirmisher level 10
10th Mirth 122nd year of Ascendancy at 16:49 see stats
By ShaSki the Shalore Skirmisher level 20
60th Dusk 122nd year of Ascendancy at 06:45 see stats
By ShaSki the Shalore Skirmisher level 30
1st Allure 123rd year of Ascendancy at 05:11 see stats
By ShaSki the Shalore Skirmisher level 40
24th Pyre 123rd year of Ascendancy at 15:42 see stats
By ShaSki the Shalore Skirmisher level 50
69th Dusk 123rd year of Ascendancy at 14:15 see stats
By ShaSki the Shalore Skirmisher level 50
57th Haze 123rd year of Ascendancy at 11:32 see stats
By ShaSki the Shalore Skirmisher level 47
53rd Dusk 123rd year of Ascendancy at 14:42 see stats
By ShaSki the Shalore Skirmisher level 24
34th Haze 122nd year of Ascendancy at 10:24 see stats
By ShaSki the Shalore Skirmisher level 50
1st Haze 123rd year of Ascendancy at 06:27 see stats
By ShaSki the Shalore Skirmisher level 29
1st Decay 122nd year of Ascendancy at 08:13 see stats
By ShaSki the Shalore Skirmisher level 17
41st Dusk 122nd year of Ascendancy at 20:44 see stats
By ShaSki the Shalore Skirmisher level 39
24th Pyre 123rd year of Ascendancy at 02:22 see stats
By ShaSki the Shalore Skirmisher level 50
42nd Haze 123rd year of Ascendancy at 19:31 see stats
By ShaSki the Shalore Skirmisher level 9
6th Mirth 122nd year of Ascendancy at 16:13 see stats
By ShaSki the Shalore Skirmisher level 50
57th Haze 123rd year of Ascendancy at 10:02 see stats
By ShaSki the Shalore Skirmisher level 37
21st Pyre 123rd year of Ascendancy at 01:16 see stats
By ShaSki the Shalore Skirmisher level 11
3rd Summertide 122nd year of Ascendancy at 17:42 see stats
By ShaSki the Shalore Skirmisher level 43
53rd Pyre 123rd year of Ascendancy at 04:21 see stats
By ShaSki the Shalore Skirmisher level 26
36th Haze 122nd year of Ascendancy at 19:08 see stats
By ShaSki the Shalore Skirmisher level 17
41st Dusk 122nd year of Ascendancy at 04:19 see stats
By ShaSki the Shalore Skirmisher level 34
21st Regrowth 123rd year of Ascendancy at 22:27 see stats
Log
Today is the 15th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Today is the 16th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:23.
Today is the 17th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:48.
Today is the 18th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:01.
--------------------------------
Saving done.
Today is the 19th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:26.
Today is the 20th Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
--------------------------------
Today is the 21st Regrowth of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:05.
There is a Entrance the tinker's master cave here (press '' or right click to use).
--------------------------------
There is a way up here (press '' or right click to use).
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Ran for 5 turns (stop reason: interesting terrain).
--------------------------------
Saving done.
You don't see how to get there...
--------------------------------
ShaSki uses Dig.
ShaSki uses Create Tinker.
ShaSki uses Create Tinker.