Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Troll Race. 1.7.2This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. 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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Talent Training 1.5.10Add an option to buy points at Last Hope's Elder TLR's Stat Changes 1.6.7My personal twist on and combination of "Moderately Generous Levels" by Chaotic Heretic, and "Constitution Viability Buff" by Raenarill. This is my first ToME mod, so bear with me, I'm still working on balance and stuff, just give me constructive criticism please! Leveling changes: + 0.2% resist all per level, so 10% at level 50, 20% should you reach level 100. +1 to all saves per level up to level 50. Constitution changes: Items Vault 1.7.0Donators/Buyers bonus! Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. 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. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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. Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Monk 1.1.5Monk for versions b42 and above. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log |
Campaign | Maj'Eyal |
Mode | Insane Semi-Roguelike (mild) |
Sex | Male |
Race | Troll |
Class | Monk |
Level / Exp | 100 / 4570% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 159 (base 100) |
Dexterity | 136 (base 100) |
Constitution | 71 (base 37) |
Magic | 114 (base 50) |
Willpower | 168 (base 100) |
Cunning | 154 (base 96) |
Resources
Life | 5262/5262 |
Steam | 15/100 |
Stamina | 885/885 |
Equilibrium | 20 |
Healing Factor | 1.2228299832285 |
Regeneration | 96.646601560402 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +397.07189574863% |
Spell | 0% |
Global | +413% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 10 |
See Stealth | 86.66503401571 |
See Invisible | 76.665034015709 |
Offense: Barehand
Damage | 272 |
Accuracy | 121 |
Crit Chance | 693% |
APR | 10 |
Speed | 0.67 |
Offense: Spell
Spellpower | 92 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 119 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +69% |
Blight | +59% |
Arcane | +76% |
Cold | +174% |
All | +24% |
Physical | +74% |
Lightning | +252% |
Light | +44% |
Temporal | +45% |
Mind | +28% |
Darkness | +83% |
Fire | +145% |
Nature | +53% |
Offense: Damage Penetration
Darkness | +154% |
Lightning | +90% |
Fire | +129% |
Temporal | +53% |
Cold | +75% |
Arcane | +90% |
Mind | +65% |
All | +35% |
Defense: Base
Armour (hardiness) | 49 (100%) |
Defense | 152 |
Ranged Defense | 152 |
Fatigue | 0 |
Physical Save | 115 |
Spell Save | 131 |
Mental Save | 140 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | +120%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 26% |
Blind Resistance | 10% |
Silence Resistance | 54% |
Bleed Resistance | 10% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous 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. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 52%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 249 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 Strength stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 195% efficiency and cooldown mod of 54%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 788 damage for 6 turns. Its effects scale with your Cunning stat. |
Class Talents
Technique / Dragon stance | 7.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Ki combat | 14.50 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Turtle stance | 2.90 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Tiger stance | 7.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Phoenix stance | 11.70 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Wild-gift / Fire drake aspect | 0.90 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 2.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Combat techniques | 3.70 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 7/5 |
| 1/5 |
| 2/5 |
Race / Troll | 1.80 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Combat training | 2.10 |
| 6/5 |
| 1/5 |
| 9/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 10/5 |
| 2/5 |
| 4/5 |
Technique / Inner power | 1.30 |
| 6/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Field control | 1.10 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 1.00 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.10 |
| 6/5 |
| 6/5 |
| 10/5 |
| 8/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/5 |
Cunning / Scoundrel | 0.90 |
| 4/5 |
| 10/5 |
| 4/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Inner Peace |
talent | Trained Reactions |
talent | Inner Clarity |
talent | Ki Strikes |
talent | Daunting Presence |
talent | Precise Strikes |
talent | Elemental Harmony |
talent | Ki Shield |
talent | Slow Motion |
beneficial effect | You have the ingredients for the following alchemist elixirs: The Brotherhood of Alchemists· Marus of Elvala's elixir of mastery · Agrimley the hermit's elixir of serendipity |
beneficial effect | You are in the tiger stance. Increases your movement speed by 397%. Increases your critical chance by 397%. Increases your defense by 198. Increases your stun, daze, and pinning immunity by 397%. Changes your ki strikes to lightning damage. Tiger Stance |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Willpower by +8. | done |
You successfully escorted the lost archer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost archer (level 2 of Ruins of Kor'Pul)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost spellblade to the recall portal on level 2 of Old Forest. Escort: lost spellblade (level 2 of Old Forest)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +8. | done |
You successfully escorted the lost wyrmic to the recall portal on level 1 of Daikara. Escort: lost wyrmic (level 1 of Daikara)As a reward you gained talent category Wild-gift / Fire drake aspect (at mastery 0.90). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Cunning / Scoundrel (at mastery 0.90). | 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. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * 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: 1742. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed length of troll intestine. * You've found the needed giant spider spinneret. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of greater demon bile. * You've found the needed skeleton mage skull. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: offense ------ Damage +47% lightning +27% fire Ignore resists +18% temporal +50% darkness +39% fire When Hit 8 darkness 15 lightning On-Hit (Melee): * 31% chance to reduce damage dealt by 44% defense ------ Armor +5 Resistance +12% lightning +30% temporal +30% darkness +18% cold +9% fire Stealth +8 Out-of-Phase Defense +27 Out-of-Phase Resistance +19% Out-of-Phase Resilience +30% other ------- Talents +4 Moss Tread A pair of boots made of leather. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 Disarm Resist +100% other ------- Talents +5 Iron Grip Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Weapon Damage 147% Range: 1.0x-1.4x Uses 60% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 5.0 Power cost 13 out of 25/25. Range 3 Cooldown: 16 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 178% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
On head | ![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil +10 Cun offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+2 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning Mind save +15 (+2 eff.) This jeweled crown shimmers with colors. |
Tool | ![]() 2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: offense ------ Damage +9% nature +9% darkness Ignore resists +30% mind On-Hit (Melee): * 30% chance to reduce all saves and defense by 55 * 30% chance to slow global speed by 86% * 30% chance to reduce damage dealt by 44% defense ------ Resistance +21% darkness +18% nature +30% light Create a radius 3 storm for 5 turns. Each turn, creatures within take 395 lightning damage and will be dazed for 1 turn (1975 total damage) Puts all charms on 8 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +21% lightning +21% temporal Ignore resists +39% darkness +30% lightning When Hit 12 lightning 15 arcane On-Hit (Melee): * 31% chance to reduce damage dealt by 44% defense ------ Resistance +33% lightning +12% temporal +27% darkness Silence Resist +44% other ------- Mana/turn +0.30 Rings make your fingers look great! |
On fingers | ![]() 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. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +7 Mag +9 Con offense ------ Damage +51% lightning +21% darkness +15% blight +24% fire +27% arcane Ignore resists +30% darkness defense ------ Resistance +8% arcane Spell save +15 (+2 eff.) other ------- Mana/turn +0.24 Mana-on-crit +3.48 Amulets make your neck look great! |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature While equipped: Stats +26 Str +10 Dex +25 Mag +26 Wil +10 Cun +10 Con offense ------ Damage +59% lightning +50% physical +85% cold defense ------ Resistance +31% lightning +9% light +70% cold +6% arcane +15% all Unlife -100.00 life Life Regen +5.40 Blind Resist +10% Poison Resist +26% Cut Resist +10% Silence Resist +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +7 Wil offense ------ Damage +24% mind +15% cold +20% light +29% darkness Ignore resists +15% cold When Hit 4 cold On-Hit (Melee): * 30% chance to reduce damage dealt by 44% * 20% chance to reduce all saves and defense by 55 defense ------ Resistance +28% light Affinity +10% darkness other ------- Light +10 Infravision +10 See Stealth +10 Moonlight Ray: Puts all charms on 4 turn cooldown Effective talent level: 5.5 Power cost 4 out of 8/8. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 507.21 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Rare] Psionic While equipped: Stats +4 Wil offense ------ Ignore resists +30% arcane +30% fire When Hit 13 arcane defense ------ Defense +3 (+0 eff.) Resistance +21% acid +25% fire +25% light Spell save +9 (+1 eff.) Mind save +36 (+5 eff.) Healmod +26% Disarm Resist +26% Stun Resist +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() |
Inventory
![]() 0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 26% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 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: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 312 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 550 life over 5 turns. 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: 10 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 697 life over 5 turns. 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. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 10 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Willpower 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 670 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1191.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 3 physical, 3 light, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 18 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: 14 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 98 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. 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 642 damage for 4 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 678 damage for 7 turns. 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 T1 schematic scroll [Normal] [already known tinker] Reinforcing your armour with explosions isn't as crazy as it sounds! Adds armor and resists very large hits. Requires talents: - Explosives (2) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude ablative armour 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +2 Crit Resistance 7.00% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Allows your weapon to spray caustic acid on hit, reducing armor. Requires talents: - Smith (1) - Chemistry (1) Requires ingredients: - lump of iron (3) Example Item: crude acid groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Helps keep your airway open and lets you hold your breath longer. Requires talents: - Therapeutics (1) - Mechanical (1) Requires ingredients: - lump of iron (2) - stack of herbs (viperweed) (2) Example Item: simple air recycler 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +10% Returns 1 air each turn. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] An ingenius collection of tough no-spill pockets allows you to keep all those dangerous reagents close at hand. (increases acid, fire, nature and blight damage.) Requires talents: - Therapeutics (1) - Chemistry (3) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: crude alchemist's helper 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: offense ------ Damage +5% acid +5% fire +5% nature +5% blight Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot filled with antimagic sap. Requires talents: - Explosives (2) - Therapeutics (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude antimagic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Antimagic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special antimagic shot with your steamgun(s) at a target for 100% normal weapon damage. The shot will release antimagic sap on the target, doing 385.44 arcane resource burn damage. This talent does not use ammo as it is the ammo. Sap damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Just what you need to support your back when lifting heavy things; like armour, weapons or Yetis. Requires talents: - Smith (1) - Mechanical (1) Requires ingredients: - lump of iron (2) Example Item: iron back support 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -4% other ------- Encumbrance +10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Make the invisible visible. Requires talents: - Electricity (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude black light emitter 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +5% darkness other ------- Light -1 Infravision +2 See Invis +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot grows moss on impact. Requires talents: - Explosives (3) - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude botanical shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Botanical Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special botanical shot with your steamgun(s) at a target for 100% weapon damage as nature. The shot will release spores which grow into Nourishing Moss in a radius of 1 for 5 turns. Each turn the moss deals 49.59 nature damage to each foe within its radius. This moss has vampiric properties and heals the user for 79% of the damage done. This talent does not use ammo as it is the ammo. Moss damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that releases acid on impact. Requires talents: - Explosives (2) - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude corrosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Corrosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special corrosive shot with your steamgun(s) at a target for 191% weapon damage as acid. The acid released by the shot will also corrode the target, reducing its accuracy, defense and armour by 50. This talent does not use ammo as it is the ammo. Corrosion strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Adding a crystal blade to your weapon will make it the flashiest around! (with added light damage and increased critical multiplier) Requires talents: - Smith (4) Requires ingredients: - lump of iron (1) Requires items: - citrine Example Item: iron crystal edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: offense ------ Critical power +3.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Boring armour not fancy enough? Bling it up with crystal plating! Increases all of your base stats. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: iron crystal plating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Protect yourself with the Power of Magnetism! Attach this device to your belt and watch those bullets miss every time! (not guaranteed to work every time) Requires talents: - Electricity (2) Requires ingredients: - lump of iron (2) Example Item: iron deflection field 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Defense +2 (+0 eff.) Slow Projectiles +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that explodes on impact. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude explosive shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Explosive Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 1, which does 540.71 physical damage. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Creates a small psionic device that will taunt nearby enemies and reflect damage received. Requires talents: - Mechanical (2) - Electricity (1) - Smith (2) Requires ingredients: - lump of iron (3) Example Item: iron fatal attractor 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Fatal Attractor Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Quickly create a psionic-enhanced metal contraption that lures all your foes to it and reflects 30% of the damage it takes to its attackers. The contraption will have 922 life and last 5 turns. Damage, life, resists, and armor scale with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean magical detrimental effects from your body and grant a fiery aura (fire, light and lightning affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (3) - ritch stinger (2) Example Item: simple fiery salve [power 25] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Remove 1 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] New cloak doesn't have all the resistances you wanted? A fireproof coating it just what you need! Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude fireproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% light +5% fire Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that releases intense light on impact. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude flare shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Flare Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special explosive shot with your steamgun(s) at a spot within range. When each shot reaches its target, it does normal steamgun damage and explodes within radius 2, which lights up the area and blinds for 4 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] What is better than throwing sand in someone's face? Throwing sand that shines as bright as the Sun! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude flash powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Flash Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that rapidly oxidises, releasing a blinding light. Creatures in a cone of radius 5 are blinded for 4 turns. The blindness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A simple contraption consisting of a gem and some metal to enhance your sight, detection and infravision! At tier 4 it even allows you to fight while blinded. Amazing! Requires talents: - Smith (1) Requires ingredients: - lump of iron (2) Requires items: - citrine Example Item: crude focus lens 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invis +5 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean physical detrimental effects from your body and grant a frost aura (cold, darkness and nature affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) - ice ant stinger (2) Example Item: simple frost salve [power 25] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Remove 1 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] This mesh of fungal threads absorbs nutrients for salves to provide you with added healing! Requires talents: - Therapeutics (3) Requires ingredients: - stack of herbs (viperweed) (5) Example Item: simple fungal web 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 25 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Keeping yourself grounded is very important, especially around lightning mages. Increases lightning and stun resistance. Requires talents: - Smith (1) - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron grounding strap 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +6% lightning Stun Resist +10% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Allows you to fire your equipped shot or arrow ammo via your gloves. Requires talents: - Mechanical (4) - Explosives (2) Requires ingredients: - lump of iron (3) Example Item: iron hand cannon 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Hand Cannon Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 10 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Fires your ammo at an enemy in range 10 for 191% weapon damage. If this tinker is made of voratun you will fire an additional shot. This shot is a ranged melee attack but will use the ranged procs of your ammo as well. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +1 (+0 eff.) other ------- Light +3 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful healing salve. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple healing salve [power 309] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Heal 309 Puts Talent Medical Injector on 8 turn cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot moving yourself, or others quickly. Requires talents: - Explosives (2) - Mechanical (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude hook shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Hook Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special hook shot with your steamgun(s) at a target creature or location. If you target a creature, they are pulled up to 5 tiles towards you. If you target an empty tile, you are pulled up to 5 tiles towards it. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special reservoir seeps liquid fire onto the weapon, adding fire damage and setting the ground on fire when you hit. Requires talents: - Explosives (4) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude incendiary groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach powerful steam-powered pistons to your gloves, giving you a tight grip on your weapon (preventing disarming) and allowing you to crush a foe, pinning it and reducing its defense and armour. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grip 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +60% other ------- Talents +1 Iron Grip Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the pistons to crush your target for 3 turns and dealing 183% unarmed melee damage. While the target is held it can not move and its armour and defense are reduced by 45. Crush their bones! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] The 'Crawling Ants' itching powder will distract your enemies from any complicated actions. Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude itching powder 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Itching Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that is very itchy to touch. Creatures in a cone of radius 5 are itchy for 3 turns, causing them to fail talents 23% of the time. The itchiness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Helps keep your feet on the ground, but still allows mobility. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (4) Example Item: iron kinetic stabiliser 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +3 (+0 eff.) Pinning Resist +5% Knockbk Resist +5% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Lightning coils can be attached to melee weapons to generate a short range beam of electricity on melee crits. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (3) Example Item: crude lightning coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon On critical strikes generates a 3 tiles lightning beam. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that magnetises on impact. Requires talents: - Explosives (1) - Electricity (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude magnetic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Magnetic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special magnetic shot with your steamgun(s) at a target for normal weapon damage. The shot will magnetise the target for 7 turns. This lowers their defense and increases fatigue by 93. This talent does not use ammo as it is the ammo. Effect strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Mana coils can be attached to staves to improve mana regeneration and cast a lightning spell on spell hits. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (5) Requires items: - sapphire Example Item: crude mana coil 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: other ------- Mana/turn +1.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Supercharge your thinking and give your brain a boost with the Mental Stimulator! Requires talents: - Electricity (1) Requires ingredients: - lump of iron (2) Example Item: iron mental stimulator 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Where you walk nature grows! Well moss. Sticky moss. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: simple moss tread 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Stealth +2 other ------- Talents +1 Moss Tread Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: For 10 turns, you lay down Grasping Moss where you walk or stand. The moss is placed automatically every step and lasts 5 turns. Each turn the moss deals 49.59 nature damage to each foe standing on it. This moss is very thick and sticky causing all foes passing through it have their movement speed reduced by 45% and have a 32% chance to be pinned to the ground for 4 turns. The damage scales with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) Requires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 260] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Let you fight up to -260 life and reduces all damage by 13% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 5 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Poison grooves can be attached to weapons to apply a stacking poison on attacks. While this is ideal for stacking simple damage, you can't help but wonder if you could inflict stronger effects with more knowledge.. Requires talents: - Therapeutics (3) Requires ingredients: - lump of iron (3) Example Item: crude poison groove 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] The Power Distributor V2 ensures you have the energy where and when you need it, without any of the side effects like V1 had. Requires talents: - Therapeutics (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: iron power distributor 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Stamina/turn +0.10 Mana/turn +0.10 Psi/turn +0.10 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Properly working and tempering a metal can make it harder than normal, and hold a sharper edge. Requires talents: - Smith (2) Requires ingredients: - lump of iron (2) Example Item: iron razor edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 65% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Ignore Armor +4 Critical Rate +4.0% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 376] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Heal 376 over 5 turns Puts Talent Medical Injector on 8 turn cooldown Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +1 Rocket Boots Effective talent level: 2.5 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 175%. Each movement will leave a trail of flames doing 315.42 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Protects your armour from nasty corrosives like swamp, sea spray, acids, orc sweat, drake saliva... Requires talents: - Smith (1) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude rustproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Resistance +10% acid 10% chance to avoid a detrimental acid subtype effect. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Project Saw Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 699.93 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Saw Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 226% physical weapon damage. The steamsaw will cut into the target, doing 113% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Not only does it help seal wounds, protecting you from bleeding and enhancing your healing, it also protects from armour chafe! Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (3) Example Item: simple second skin 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Life Regen +2.00 Poison Resist +30% Disease Resist +30% Cut Resist +30% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attaching a capacitor to your weapon in just the right way is a great way to shock your enemies. Requires talents: - Smith (1) - Electricity (2) Requires ingredients: - lump of iron (3) Example Item: iron shocking edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals lightning damage and drains resources. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Gives you the Electric Touch. Higher tiers will chain. Requires talents: - Electricity (3) Requires ingredients: - lump of iron (2) Example Item: iron shocking touch 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Shocking Touch Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Touch a creature to release a nasty electrical charge into them, doing 770.14 lightning damage. If this tinker is above tier 1, the electricity can arc to another target up to 2 tiles away. The number of enemies hit is at most the tinker tier. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] In addition to making a weapon look more fancy, it also makes it more deadly against undead and other nasties. Requires talents: - Smith (3) Requires ingredients: - lump of iron (2) Example Item: iron silver filigree 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 65% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical Damage Against +7% Undead +7% Demon +7% Horror Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that packs a punch. Requires talents: - Explosives (3) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude solid shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Solid Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special solid shot with your steamgun(s) at a target for 226% physical weapon damage. The weight of the shot will knock the target back 3 tiles. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Adding metal spikes to anything makes it more dangerous. (and also unwieldy and inconvenient) Requires talents: - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron spike attachment 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 10 physical defense ------ Armor +4 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Spring Grapple Effective talent level: 2.5 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 150% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Dismantle any one handed sword/axe/mace, add some amazing steampower to it and make a powerful steamsaw to shred your foes to pieces! Requires talents: - Smith (2) - Mechanical (1) Requires ingredients: - lump of iron (7) Requires: - a one handed sword/axe/mace (not unique, without a special damage type) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Small radius, but stuns quite well. Requires talents: - Explosives (3) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude thunder grenade 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Talents +1 Thunder Grenade Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a grenade at your foes, dealing 218.29 physical damage in radius 1. Creatures hit will also be stunned for 2 turns. The stun effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Coat your weapon in a substance that will react destructively on impact, causing your attacks to burst out in an area. Requires talents: - Explosives (1) Requires ingredients: - lump of iron (3) Example Item: crude thunderclap coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 65% Range: 1.0x-1.1x Uses 40% Wil, 50% Mag Damage Physical On-Hit, radius 1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Amaze your friends with this cannister launcher which lets you project deadly poison clouds with but a wave of your hand. Deadly! Requires talents: - Smith (2) Requires ingredients: - stack of herbs (viperweed) (8) - lump of iron (10) Example Item: iron toxic cannister launcher 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Toxic Cannister Launcher Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Launch a cannister filled with toxic gas at a location. Every 2 turns the cannister emits a poison cloud of radius 3 around it each turn. The poison does 403.70 nature damage over 5 turns. The cannister has 922 life and lasts 8 turns. When it ends or is destroyed a last cloud is created. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that contains a deadly toxin. Requires talents: - Explosives (4) - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (3) - lump of iron (1) Example Item: crude toxic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Toxic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special toxic shot with your steamgun(s) at a target for 100% weapon damage as blight. The shot will release heavy metals into the target, inflicting 80.73 blight damage per turn and reducing their global speed by 40% for 7 turns. This talent does not use ammo as it is the ammo. Toxin strength scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) Requires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) Requires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 61] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Increases all saves by 61 and healing factor by half Puts Talent Medical Injector on 9 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Viral grooves allow your weapons to apply an infectious agent on contact, dealing immediate blight damage and reducing their highest stat. While this strain is effective it lacks the ability to spread or adapt to its hosts weaknesses. Perhaps there are better methods to be found. Requires talents: - Therapeutics (3) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: crude viral injector 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Blight is not dirty to a Tinker, it is useful! By combining blighted materials with a simple mechanical gun, you can fire a low damaging attack that infects foes with terrible diseases. Requires talents: - Smith (3) Requires ingredients: - chunk of ghoul flesh (7) - lump of iron (8) Example Item: iron viral needlegun 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Viral Needlegun Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a cone of blighted needles, hitting everything in a frontal cone of radius 5 for 176.71 physical damage. Each creature hit has a 36% chance of being infected by a random disease, doing 43.13 blight damage and reducing either Constitution, Strength or Dexterity by 15 for 20 turns. The damage and disease effects increase with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Just drop it down and watch the sparks fly when your enemies get near. Requires talents: - Mechanical (1) - Electricity (4) Requires ingredients: - lump of iron (3) Example Item: iron voltaic sentry 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +1 Voltaic Sentry Effective talent level: 2.5 Use mode: Activated Steam cost: 20 Range: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Place an electrically charged sentry device at a location. Every turn it will fire a bolt of electricity at a nearby enemy. The bolts do 297.94 lightning damage. The sentry has 922 life and lasts 10 turns. Damage, life, resists, and armor scale with your Steampower. Damage and penetration are inherited from the creator. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A special shot that releases electricity on impact. Requires talents: - Explosives (2) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: crude voltaic shell 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +1 Voltaic Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special voltaic shot with your steamgun(s) at a target for 100% weapon damage as lightning. The shot will release powerful electrical currents at up to 2 nearby enemies. Each bolt does 772.65 lightning damage. This talent does not use ammo as it is the ammo. Bolt damage scales with Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] A powerful salve that can clean mental detrimental effects from your body and grant a water aura (blight, mind and acid affinity). To be used with the medical injector implant. Requires talents: - Therapeutics (3) Requires ingredients: - vial of squid ink (1) - stack of herbs (viperweed) (3) Example Item: simple water salve [power 25] 1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Remove 1 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Old cloak not keeping you as dry as it used to? A waterproof coating it just what you need! Requires talents: - Chemistry (1) Requires ingredients: - stack of herbs (viperweed) (2) Example Item: crude waterproof coating 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +5% nature +5% cold Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Add more light to your light! Requires talents: - Chemistry (1) - Electricity (2) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (3) Example Item: iron white light emitter 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to lite When attached: offense ------ Damage +4% light other ------- Light +1 See Stealth +2 Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Heat is energy. Using your knowledge of physics, chemistry, and blacksmithing you can add a chilling edge to your weapons. While the damage this deals is relatively small each blow will also cause your enemies to lose one tenth of a turn. Requires talents: - Smith (1) - Chemistry (3) Requires ingredients: - lump of iron (3) Example Item: crude winterchill edge 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str +3 Dex offense ------ Critical power +10.00% Ignore resists +25% physical Accuracy +20 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 47% defense ------ Resistance +20% lightning +5% arcane +15% acid Stun Resist +32% other ------- Stamina/turn +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +4 Mag +6 Cun +8 Con offense ------ Critical power +20.00% Spellpower/crit +10 Move Speed +10% Damage +9% arcane Ignore resists +10% arcane +10% blight defense ------ Fatigue -7% Life Regen +3.00 other ------- Stamina/turn +0.80 Max mana +80.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 18 out of 36/36. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (192). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun +5 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.30 Mana/turn +0.15 Max mana +25.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Lck +4 Wil offense ------ Mind Crit +4% Critical power +10.00% Mindpower +9 (+1 eff.) Accuracy +13 (+2 eff.) When Hit 6 mind On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +13 (+1 eff.) Mind save +9 (+2 eff.) Resist unseen 14% Confus Resist +17% other ------- Masteries +0.21 Technique/Inner power Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 15 out of 60/60. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 43 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: offense ------ Critical power +27.13% Spellpower +40 (+8 eff.) Ignore resists +25% light +33% fire Ignore Shields +40% defense ------ Resistance +12% light Blind Resist +31% other ------- Mana-on-crit +2.71 Light +4 Infravision +10 Sight +2 See Invis +15 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+3 eff.) Mind save +18 (+3 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.5 Power cost 5 out of 48/48. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Release a powerful shout, doing 1913.99 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Str +9 Dex +12 Mag +9 Cun +9 Con offense ------ Move Speed +10% On-Hit 15 light 11 darkness Damage +9% lightning +16% light +12% darkness When Hit 4 lightning When Hit: * 13% chance to blind * 13% chance to reduce damage dealt by 44% defense ------ Fatigue -10% Resistance +6% light Crit Resistance 10.00% Life Regen +3.00 other ------- Stamina/turn +1.00 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 5 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% lightning +6% mind When Hit 4 lightning defense ------ Resistance +28% lightning +3% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 44% defense ------ Resistance +5% blight +6% nature +6% darkness Spell save +3 (+0 eff.) Poison Resist +12% Disease Resist +11% Cut Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Wil offense ------ Damage +10% physical defense ------ Resistance +10% physical Mind save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +6 Con offense ------ Physical Power +8 (+0 eff.) Damage +18% lightning Ignore resists +5% acid On-Hit (Melee): * 10% chance to reduce armor by 47% defense ------ Armor +8 Resistance +6% acid Life +69.00 Life Regen +5.00 Healmod +13% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% lightning +6% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 55 defense ------ Resistance +26% lightning +3% nature Physical save +3 (+0 eff.) Unlife -80.00 life Life Regen +4.00 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +15% physical +13% nature +6% light defense ------ Defense +15 (+1 eff.) Resistance +26% nature Physical save +9 (+1 eff.) Unlife -60.00 life other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil offense ------ Critical power +10.00% Ignore resists +25% darkness Ignore Armor +2 On-Hit (Melee): * 10% chance to reduce damage dealt by 44% defense ------ Armor +4 Resistance +12% acid Mind save +10 (+2 eff.) Poison Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +12% mind +9% darkness When Hit 8 mind 6 darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 55 defense ------ Resistance +12% mind +15% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% acid +12% fire +33% nature Ignore resists +15% fire When Hit 11 light 11 fire defense ------ Resistance +21% fire Life Regen +6.00 Stun Resist +44% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +18% fire Ignore resists +39% mind When Hit 15 fire On-Hit (Melee): * 31% chance to reduce strength, dexterity, and constitution by 37 * 31% chance to reduce all saves and defense by 55 defense ------ Resistance +47% lightning +36% fire +23% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +16% acid +27% light +15% nature Ignore resists +25% nature When Hit 6 nature defense ------ Resistance +32% acid +20% light +6% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +10 Con offense ------ When Hit 8 acid 15 mind 15 nature On-Hit (Melee): * 30% chance to slow global speed by 86% defense ------ Resistance +24% blight +7% arcane +15% light Physical save +20 (+3 eff.) Spell save +27 (+4 eff.) Healmod +25% Disarm Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Dex +8 Wil +16 Cun offense ------ Mindpower +12 (+2 eff.) Damage +18% fire +3% darkness +18% physical Ignore resists +25% darkness +10% fire Accuracy +15 (+2 eff.) defense ------ Resistance +6% fire +18% physical Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +13 Str +4 Dex +7 Wil +4 Cun +17 Con offense ------ Physical Power +14 (+1 eff.) Damage +30% cold When Hit 13 nature On-Hit (Melee): * 26% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +20% temporal other ------- Infravision +4 See Invis +15 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+0 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+0 eff.) Fatigue -15% Physical save +45 (+7 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 [Rare] Nature While equipped: Stats +5 Str +10 Dex offense ------ Physical Power +35 (+2 eff.) Spellpower +20 (+4 eff.) Damage +20% lightning +15% fire +15% blight defense ------ Resistance +40% lightning +21% fire Crit Resistance 20.24% Unlife -80.00 life other ------- Max vim +67.45 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+2 eff.) defense ------ Resistance +25% mind Mind save +20 (+3 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 3.5 Power cost 15 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: Stats +10 Mag offense ------ Damage +36% nature Ignore resists +30% lightning On-Hit (Melee): * 33% chance to reduce damage dealt by 44% defense ------ Defense +49 (+6 eff.) Spell save +20 (+3 eff.) Life +165.83 Blind Resist +33% Cut Resist +33% Pinning Resist +33% Stun Resist +33% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +7 Str +13 Dex offense ------ Physical Crit +8.0% Critical power +33.17% Physical Power +25 (+1 eff.) Damage +15% physical +19% fire Accuracy +25 (+4 eff.) Ignore Armor +10 defense ------ Armor +14 Defense +35 (+4 eff.) Resistance +38% fire other ------- Stamina/turn +4.97 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +13 Dex +13 Mag +8 Wil +15 Cun +13 Con offense ------ Physical Power +15 (+1 eff.) Damage +9% nature +9% darkness Accuracy +15 (+2 eff.) defense ------ Resistance +6% darkness Spell save +20 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% blight +46% cold When Hit 15 nature defense ------ Fatigue -9% Resistance +12% blight +46% fire +31% nature other ------- Encumbrance +40 Rings make your fingers look great! |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 180% Mag, 40% Wil Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+9 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 100 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 143% Range: 1.0x-1.2x Uses 150% Mag, 40% Wil Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+6 eff.) Damage +35% cold defense ------ Mind save +8 (+1 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 65% Range: 1.0x-1.2x Uses 40% Wil, 50% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+1 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+1 eff.) Ranged Defense +15 (+1 eff.) Fatigue +28% other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% arcane +13% darkness defense ------ Resistance +19% darkness +9% all other ------- Max mana +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Random Unique] Arcane While equipped: Stats +15 Mag offense ------ Spellpower +32 (+7 eff.) Damage +22% temporal +15% light +3% blight +21% physical +13% all Ignore resists +12% temporal +12% physical When Hit 4 arcane defense ------ Armor +7 Defense +6 (+0 eff.) Resistance +10% darkness +9% light +13% all Anomaly Control +9 Life +51.00 other ------- Vim-on-crit +2.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+1 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+3 eff.) Mind save +15 (+2 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+5 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+1 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 25 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. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+7 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +7 Mag +8 Wil offense ------ Damage +30% physical defense ------ Resistance +15% all +30% physical other ------- Mana/turn +0.40 Psi/turn +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+2 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% Call Lightning: Effective talent level: 3.5 Power cost 13 out of 50/50. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 513.89 to 1541.68 lightning damage (1027.78 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+1 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +15% mind Ignore resists +15% blight When Hit 10 mind 2 fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 37 * 10% chance to reduce all saves and defense by 55 defense ------ Fatigue -5% other ------- Encumbrance +25 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Critical power +15.00% Mindpower +3 (+0 eff.) Spellpower/crit +2 Damage +9% fire defense ------ Physical save +6 (+1 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max mana +40.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Ignore resists +15% acid On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 47% defense ------ Defense +9 (+1 eff.) Physical save +6 (+1 eff.) Mind save +3 (+1 eff.) Stealth +7 Life Regen +4.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Dex offense ------ Physical Power +35 (+2 eff.) Damage +12% blight +6% physical Accuracy +10 (+2 eff.) defense ------ Spell save +9 (+1 eff.) other ------- Max stamina +30.00 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +9 Dex +6 Wil +8 Cun offense ------ Damage +33% light +36% darkness Ignore resists +43% darkness +30% light When Hit 17 light defense ------ Resistance +15% lightning +15% temporal +15% darkness Crit Resistance 26.07% A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +6 Dex +3 Wil offense ------ Ignore resists +10% darkness defense ------ Armor +4 Defense +1 (+0 eff.) Mind save +6 (+1 eff.) Unlife -60.00 life 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 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +1 Wil defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+1 eff.) Resistance +15% mind Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 5 out of 25/25. Range 7 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 136 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+1 eff.) Resistance +12% arcane +0% fire +12% darkness +0% light Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 3.5 Power cost 14 out of 28/28. Range 7 Cooldown: 7 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 307.66 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +12 Str +6 Dex +8 Con offense ------ Physical Crit +2.0% Physical Power +20 (+1 eff.) Accuracy +32 (+5 eff.) defense ------ Defense +18 (+2 eff.) Fatigue -10% Resistance +1% physical +0% light +0% fire Spell save +13 (+2 eff.) Life +110.00 other ------- Stamina/turn +1.50 Max stamina +22.00 Masteries +0.40 Technique/Combat training 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 [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+1 eff.) Resistance -15% fire +25% cold +0% light +8% all Release a radius 4 chilling blast, instantly dealing 1142.58 cold damage and condensing the air into freezing vapors that deal 380.86 cold damage (based on Magic) each turn for 10 turns. Uses 15 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Ignore resists +10% cold defense ------ Armor +3 Physical save +9 (+1 eff.) Stealth +6 Unlife -80.00 life Disease Resist +10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% darkness Ignore resists +15% nature defense ------ Armor +1 Resistance +3% acid +6% fire +6% nature +18% cold A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 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 (+1 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Mind Crit +10% Damage +24% lightning +27% cold +15% light Ignore resists +30% light When Hit 15 lightning defense ------ Armor +5 Resistance +31% light +12% lightning other ------- Hate-on-crit +5.00 Disengage: Puts all charms on 8 turn cooldown Effective talent level: 4.2 Power cost 8 out of 15/15. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 189% 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. A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Str +4 Con offense ------ Damage +24% fire defense ------ Armor +10 Fatigue +3% Resistance +20% nature Healmod +15% Poison Resist +20% Disarm Resist +20% Rush: Puts all charms on 13 turn cooldown Effective talent level: 12.9 Power cost 13 out of 25/25. Range 14 Cooldown: 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: offense ------ Physical Power +40 (+2 eff.) Spellpower +12 (+3 eff.) Damage +21% blight On-Hit (Melee): * 31% chance to reduce strength, dexterity, and constitution by 37 defense ------ Armor +21 Defense +20 (+2 eff.) Fatigue +4% Resistance +9% temporal Physical save +28 (+4 eff.) Unlife -124.96 life Blind Resist +30% Cut Resist +31% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +6 Str +12 Dex +6 Mag +8 Wil +6 Cun +3 Con offense ------ Damage +27% lightning Accuracy +45 (+7 eff.) On-Hit (Melee): * 31% chance to reduce strength, dexterity, and constitution by 37 defense ------ Armor +5 Defense +45 (+5 eff.) Fatigue +4% Crit Resistance 23.91% Physical save +20 (+3 eff.) Mind save +23 (+3 eff.) other ------- Stamina/turn +4.78 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 T1 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +11 (+2 eff.) defense ------ Armor +1 Unarmed combat: Weapon Damage 96% Range: 1.0x-1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +1 Critical Rate +5.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +7 Str offense ------ Physical Power +13 (+1 eff.) On-Hit 5 blight Damage +5% blight Ignore Armor +1 On-Hit (Melee): * 10% chance to reduce damage dealt by 44% defense ------ Armor +2 Resistance +5% blight other ------- Stamina/turn +3.00 Unarmed combat: Weapon Damage 132% Range: 1.0x-1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +7 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +6 Con offense ------ Mindpower +8 (+1 eff.) On-Hit 33 mind 22 darkness Damage +8% arcane +3% blight On-Hit (Melee): * 21% chance to reduce all saves and defense by 55 * 20% chance to reduce damage dealt by 44% defense ------ Armor +3 Resistance +9% blight Physical save +14 (+2 eff.) Spell save +7 (+1 eff.) Mind save -1 (+0 eff.) Disarm Resist +34% Unarmed combat: Weapon Damage 134% Range: 1.0x-1.1x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On-hit +13 arcane +8 physical On-crit, radius 2 +9 arcane On Hit: 10% Juggernaut 1 On Hit: 10% Reproach 5 Ruined Earth: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 20/20. Range 6 Cooldown: 27 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Str offense ------ Physical Power +10 (+0 eff.) On-Hit 11 fire Damage +9% fire defense ------ Armor +3 Resistance +8% fire Unarmed combat: Weapon Damage 140% Range: 1.0x-1.1x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 125% On-crit, radius 2 +10 fire On Hit: 10% Fire Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun defense ------ Defense +8 (+1 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 70% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 125% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 6.5 Power cost 6 out of 12/12. Range 6 Cooldown: 7 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 353.78 fire damage and 264.25 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+0 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+1 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 129% Range: 1.0x-1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 105% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Effective talent level: 5.5 Power cost 8 out of 24/24. Range 6 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +20 Str offense ------ Physical Power +20 (+1 eff.) Damage +18% temporal +18% arcane +46% light Ignore resists +38% darkness On-Hit (Melee): * 31% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% Resistance +7% arcane +21% darkness other ------- See Invis +18 Unarmed combat: Weapon Damage 150% Range: 1.0x-1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Arcane/Master While equipped: Stats +7 Dex +4 Mag +3 Wil +9 Cun offense ------ On-Hit 8 acid 10 blight 10 fire 8 lightning 6 cold Damage +10% blight Accuracy +8 (+1 eff.) Ignore Armor +13 defense ------ Armor +3 Fatigue +5% Resistance +9% blight +9% fire +3% mind +12% acid Spell save +6 (+1 eff.) Poison Resist +20% Silence Resist +10% Unarmed combat: Weapon Damage 136% Range: 1.0x-1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +24 Critical Rate +10.0% Attack Speed 100% On-hit +19 ice +29 fire +19 acid +24 lightning On-crit, radius 2 +13 blight On Hit: 20% Soul Rot 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 2 Travel.spd instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Damage +12% lightning +30% mind Ignore resists +39% lightning +35% cold +39% mind Accuracy +10 (+2 eff.) On-Hit (Melee): * 31% chance to slow global speed by 86% defense ------ Armor +3 Fatigue +5% Resistance +31% nature +23% temporal Physical save +9 (+1 eff.) Mind save +10 (+2 eff.) Disarm Resist +43% Unarmed combat: Weapon Damage 135% Range: 1.0x-1.4x Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Perfect Control 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +2 Wil +4 Cun offense ------ On-Hit 9 acid 8 fire 7 cold 8 lightning Accuracy +8 (+1 eff.) Ignore Armor +6 defense ------ Armor +3 Fatigue +5% Unarmed combat: Weapon Damage 136% Range: 1.0x-1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +23 Critical Rate +10.0% Attack Speed 100% On-hit +12 ice +17 fire +19 acid +21 lightning On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 2 Travel.spd instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +5 Str offense ------ Physical Power +15 (+1 eff.) defense ------ Armor +8 Fatigue +5% Mind save +8 (+1 eff.) Life +62.00 Unarmed combat: Weapon Damage 153% Range: 1.0x-1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +13 Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% On-hit +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 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. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+2 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Unarmed combat: Weapon Damage 148% Range: 1.0x-1.4x Uses 60% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 100% On-Hit, radius 1 +50 gravity On-crit, radius 2 +30 gravity pin On Hit: 15% Earthen Missiles 5 Earthquake: Effective talent level: 5.5 Power cost 15 out of 30/30. Range 10 Cooldown: 27 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 160.92 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% Gauntlets. But with steam power! |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +15 Str +6 Wil +9 Cun offense ------ Critical power +10.00% Physical Power +9 (+0 eff.) Spellpower +5 (+1 eff.) Ignore resists +15% blight Ignore Shields +10% Accuracy +10 (+2 eff.) When Hit: * 17% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +10 (+1 eff.) Fatigue +5% Resistance +3% temporal +11% physical Physical save +13 (+2 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Skullcracker: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5491.6 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str +2 Mag +1 Cun defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Dex offense ------ Critical power +5.00% On-Hit (Melee): * 10% chance to slow global speed by 86% defense ------ Armor +1 Defense +5 (+0 eff.) Fatigue +1% other ------- Stamina/turn +1.00 Max stamina +10.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+1 eff.) Mind save +12 (+2 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 3.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +25 Str +8 Dex +6 Cun offense ------ Damage +12% blight +24% physical On-Hit (Melee): * 30% chance to reduce damage dealt by 44% defense ------ Armor +5 Fatigue +5% Resistance +21% blight Mind save +21 (+3 eff.) other ------- Hate-on-crit +7.00 Skullcracker: Puts all charms on 10 turn cooldown Effective talent level: 4.5 Power cost 10 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5491.6 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Wil offense ------ Damage +18% fire Ignore resists +20% darkness +20% fire When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 44% defense ------ Defense +3 (+0 eff.) Resistance +6% mind Physical save +15 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +0 Cun offense ------ Damage +45% lightning +30% fire Ignore resists +30% lightning defense ------ Armor +5 Fatigue +5% Resistance +20% darkness +7% arcane +37% light other ------- Light +4 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun offense ------ Accuracy +20 (+3 eff.) defense ------ Defense +10 (+1 eff.) Blind Resist +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 15 power out of 30/30 How do these even work? |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +8 Dex +6 Wil +13 Cun offense ------ Damage +12% physical Ignore resists +20% acid Accuracy +12 (+2 eff.) Ignore Armor +4 When Hit 12 acid When Hit: * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +5 Defense +46 (+5 eff.) Fatigue +5% Resistance +6% physical other ------- Light +4 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +10 Str +8 Dex +8 Cun +8 Con offense ------ Physical Crit +3.0% Mindpower +10 (+1 eff.) Damage +18% cold Ignore Armor +4 defense ------ Armor +5 Fatigue +5% Physical save +9 (+1 eff.) other ------- Max hate +8.00 A cap made of leather. |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun offense ------ Damage +20% blight Ignore resists +10% blight Accuracy +10 (+2 eff.) defense ------ Armor +8 Defense +4 (+0 eff.) Fatigue +6% Resistance +20% blight Disease Resist +50% other ------- See Stealth +12 See Invis +12 Masteries +0.30 Corruption/Vim This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 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 (+0 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 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 (+0 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+0 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 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 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 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 (+1 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 15 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 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 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-2 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+0 eff.) Spellpower +16 (+3 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(193 power, based on Willpower). Uses 5 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 20 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+1 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 680.76 darkness damage (based on Mindpower and charge). Uses 5 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 0.0 Encumbrance T5 lite [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +5% Spellpower +18 (+4 eff.) Damage +33% mind defense ------ Resistance +14% blight +10% darkness +24% lightning other ------- Light +7 Infravision +5 See Invis +12 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 59 blight damage or heals 56 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Rare] Psionic While equipped: Stats +8 Wil offense ------ Physical Crit +9.0% Physical Power +25 (+1 eff.) Damage +15% physical +33% light +21% arcane Ignore Armor +8 When Hit 12 arcane 14 physical defense ------ Resistance +8% physical Mind save +15 (+2 eff.) other ------- Light +5 See Stealth +24 See Invis +23 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+0 eff.) Spellpower +12 (+3 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 5.5 Power cost 40 out of 150/150. Range melee/personal Cooldown: 9 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 142.15 cold damage and 90.27 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +25 (+4 eff.) other ------- Light +7 Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 48] amazing fiery salve [power 48]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Remove 3 magical effects and grants a fiery aura (48% fire, light and lightning affinity) Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 48] amazing frost salve [power 48]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Remove 3 physical effects and grants a frost aura (48% cold, darkness and nature affinity) Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 502] powerful healing salve [power 502]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Heal 502 Puts Talent Medical Injector on 8 turn cooldown Medical salve. |
amazing healing salve [power 695] amazing healing salve [power 695]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Heal 695 Puts Talent Medical Injector on 8 turn cooldown Medical salve. |
amazing pain suppressor salve [power 608] amazing pain suppressor salve [power 608]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Let you fight up to -608 life and reduces all damage by 29% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 5 turn cooldown Activation is instant. Medical salve. |
amazing regeneration salve [power 879] amazing regeneration salve [power 879]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Heal 879 over 5 turns Puts Talent Medical Injector on 8 turn cooldown Medical salve. |
amazing unstoppable force salve [power 193] amazing unstoppable force salve [power 193]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Increases all saves by 193 and healing factor by half Puts Talent Medical Injector on 9 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 48] amazing water salve [power 48]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 195% efficiency and 54% cooldown modifier. Remove 3 mental effects and grants a water aura (48% blight, mind and acid affinity). Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 40 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 50 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +5 Dex +2 Cun offense ------ Accuracy +4 (+1 eff.) Ignore Armor +2 defense ------ Armor +2 Physical save +3 (+0 eff.) Life +20.00 other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +1 Dex +2 Mag offense ------ Physical Crit +3.0% Spell Crit +7% Critical power +5.00% Spellpower +5 (+1 eff.) Damage +6% blight other ------- Max mana +21.00 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 +3 Str offense ------ Damage +12% nature +9% light Ignore resists +15% nature defense ------ Armor +8 Defense +10 (+1 eff.) Resistance +16% physical +3% light +3% nature other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun defense ------ Defense +12 (+1 eff.) Physical save +15 (+2 eff.) Spell save +15 (+2 eff.) Mind save +15 (+2 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 2 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 2.0 Encumbrance T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 15 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+0 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed -16% Combat Speed +12% Spell Speed +12% Mind Speed +12% Damage +10% all +15% temporal defense ------ Resistance -12% 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 entropy). Uses 10 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 T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+2 eff.) Mindpower +10 (+1 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 8 out of 25/25. Range 10 Cooldown: 0 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 101 power out of 340/400 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 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +1 Con offense ------ Physical Crit +2.0% Physical Power +5 (+0 eff.) defense ------ Defense +25 (+3 eff.) Resistance +3% darkness Unlife -20.00 life Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 374 physical damage Puts all charms on 8 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: Stats +5 Str +3 Dex +5 Mag +4 Wil +11 Con defense ------ Resistance +15% acid Blast the opponent's mind dealing 467 mind damage and silencing them for 4 turns Puts all charms on 8 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +30% acid +6% fire Ignore resists +25% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 44% defense ------ Resistance +18% acid +6% darkness Setup a psionic shield, reducing all damage taken by 123 for 5 turns Puts all charms on 13 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +6 Mag +17 Cun +6 Con offense ------ Damage +12% nature +9% darkness Ignore resists +30% nature When Hit 14 lightning 8 nature defense ------ Resistance +12% nature +21% lightning Crit Resistance 20.00% other ------- Infravision +4 Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: Stats +4 Wil offense ------ Critical power +15.00% Damage +6% darkness +3% mind defense ------ Mind save +6 (+1 eff.) other ------- Hate-on-crit +3.00 Blast the opponent's mind dealing 422 mind damage and silencing them for 4 turns Puts all charms on 8 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +25% acid When Hit 10 mind defense ------ Crit Resistance 15.00% other ------- Light +2 Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 8 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats +2 Mag +3 Wil other ------- Light +3 See Invis +6 Sting an enemy dealing 535 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 8 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Physical Power +5 (+0 eff.) Damage +6% nature defense ------ Armor +2 Resistance +3% cold +6% arcane +3% darkness Mind save +15 (+2 eff.) Silence Resist +20% Confus Resist +27% Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 10 turn cooldown 100% to reduce 3 talent cooldowns by 2. 100% to increase the duration of 3 beneficial effects by 2. 100% to heal for 103. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Ego+] Nature Sting an enemy dealing 856 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 8 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: Stats +4 Wil offense ------ Mindpower +10 (+1 eff.) Damage +12% nature Ignore resists +10% nature Create a shield absorbing up to 458 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 10 turn cooldown 100% to increase all damage penetration by 29% for 2 turns. 100% to gain a 32% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance potion [Plot Item] Nature Permanently increase your armor by four. A vial of grainy, iron-colored fluid. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Mor the Monk the Troll Monk level 54
10th Decay 122nd year of Ascendancy at 04:21 see stats
By Mor the Monk the Troll Monk level 100
17th Pyre 123rd year of Ascendancy at 23:40 see stats
By Mor the Monk the Troll Monk level 77
53rd Regrowth 123rd year of Ascendancy at 19:52 see stats
By Mor the Monk the Troll Monk level 53
8th Decay 122nd year of Ascendancy at 12:44 see stats
By Mor the Monk the Troll Monk level 60
6th Allure 123rd year of Ascendancy at 17:50 see stats
By Mor the Monk the Troll Monk level 62
10th Allure 123rd year of Ascendancy at 15:16 see stats
By Mor the Monk the Troll Monk level 86
1st Pyre 123rd year of Ascendancy at 01:15 see stats
By Mor the Monk the Troll Monk level 59
4th Allure 123rd year of Ascendancy at 20:06 see stats
By Mor the Monk the Troll Monk level 40
50th Dusk 122nd year of Ascendancy at 08:31 see stats
By Mor the Monk the Troll Monk level 43
10th Haze 122nd year of Ascendancy at 20:18 see stats
By Mor the Monk the Troll Monk level 100
57th Pyre 123rd year of Ascendancy at 12:08 see stats
By Mor the Monk the Troll Monk level 41
6th Haze 122nd year of Ascendancy at 17:12 see stats
By Mor the Monk the Troll Monk level 99
10th Pyre 123rd year of Ascendancy at 20:39 see stats
By Mor the Monk the Troll Monk level 57
2nd Allure 123rd year of Ascendancy at 04:07 see stats
By Mor the Monk the Troll Monk level 44
25th Haze 122nd year of Ascendancy at 13:12 see stats
By Mor the Monk the Troll Monk level 40
37th Dusk 122nd year of Ascendancy at 10:35 see stats
By Mor the Monk the Troll Monk level 40
37th Dusk 122nd year of Ascendancy at 04:34 see stats
By Mor the Monk the Troll Monk level 100
71st Pyre 123rd year of Ascendancy at 03:06 see stats
By Mor the Monk the Troll Monk level 82
54th Regrowth 123rd year of Ascendancy at 08:41 see stats
By Mor the Monk the Troll Monk level 32
18th Dusk 122nd year of Ascendancy at 04:09 see stats
By Mor the Monk the Troll Monk level 41
53rd Dusk 122nd year of Ascendancy at 15:16 see stats
By Mor the Monk the Troll Monk level 30
12nd Dusk 122nd year of Ascendancy at 05:16 see stats
By Mor the Monk the Troll Monk level 100
39th Pyre 123rd year of Ascendancy at 12:34 see stats
By Mor the Monk the Troll Monk level 99
10th Pyre 123rd year of Ascendancy at 21:23 see stats
By Mor the Monk the Troll Monk level 55
1st Allure 123rd year of Ascendancy at 19:04 see stats
By Mor the Monk the Troll Monk level 32
12nd Dusk 122nd year of Ascendancy at 21:30 see stats
By Mor the Monk the Troll Monk level 65
10th Allure 123rd year of Ascendancy at 15:29 see stats
By Mor the Monk the Troll Monk level 10
78th Pyre 122nd year of Ascendancy at 16:40 see stats
By Mor the Monk the Troll Monk level 20
2nd Flare 122nd year of Ascendancy at 03:18 see stats
By Mor the Monk the Troll Monk level 30
12nd Dusk 122nd year of Ascendancy at 03:26 see stats
By Mor the Monk the Troll Monk level 40
36th Dusk 122nd year of Ascendancy at 23:44 see stats
By Mor the Monk the Troll Monk level 50
6th Decay 122nd year of Ascendancy at 20:40 see stats
By Mor the Monk the Troll Monk level 100
39th Pyre 123rd year of Ascendancy at 11:17 see stats
By Mor the Monk the Troll Monk level 100
17th Pyre 123rd year of Ascendancy at 22:32 see stats
By Mor the Monk the Troll Monk level 44
35th Haze 122nd year of Ascendancy at 18:22 see stats
By Mor the Monk the Troll Monk level 99
12nd Pyre 123rd year of Ascendancy at 07:18 see stats
By Mor the Monk the Troll Monk level 40
41st Dusk 122nd year of Ascendancy at 14:07 see stats
By Mor the Monk the Troll Monk level 28
11st Dusk 122nd year of Ascendancy at 12:59 see stats
By Mor the Monk the Troll Monk level 58
2nd Allure 123rd year of Ascendancy at 05:59 see stats
By Mor the Monk the Troll Monk level 100
71st Pyre 123rd year of Ascendancy at 03:06 see stats
By Mor the Monk the Troll Monk level 100
39th Pyre 123rd year of Ascendancy at 11:19 see stats
By Mor the Monk the Troll Monk level 40
37th Dusk 122nd year of Ascendancy at 10:56 see stats
By Mor the Monk the Troll Monk level 47
44th Haze 122nd year of Ascendancy at 06:35 see stats
By Mor the Monk the Troll Monk level 100
71st Pyre 123rd year of Ascendancy at 03:06 see stats
By Mor the Monk the Troll Monk level 53
8th Decay 122nd year of Ascendancy at 08:54 see stats
By Mor the Monk the Troll Monk level 32
16th Dusk 122nd year of Ascendancy at 01:12 see stats
By Mor the Monk the Troll Monk level 37
36th Dusk 122nd year of Ascendancy at 09:31 see stats
By Mor the Monk the Troll Monk level 68
42nd Regrowth 123rd year of Ascendancy at 16:06 see stats
By Mor the Monk the Troll Monk level 47
44th Haze 122nd year of Ascendancy at 01:52 see stats
By Mor the Monk the Troll Monk level 30
12nd Dusk 122nd year of Ascendancy at 09:03 see stats
By Mor the Monk the Troll Monk level 18
6th Mirth 122nd year of Ascendancy at 22:22 see stats
By Mor the Monk the Troll Monk level 53
8th Decay 122nd year of Ascendancy at 08:54 see stats
Log
You receive: Elixir of Stoneskin
Saving game...
Mor the Monk slows down.
--------------------------------
Saving done.
--------------------------------
Space around you starts to dissolve...
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Resting starts...
Talent You Shall Be My Weapon! is ready to use.
Talent Dirty Fighting is ready to use.
Talent Pain Enhancement System is ready to use.
Talent Iron Grip is ready to use.
Talent Twist the Knife is ready to use.
Talent Scent is ready to use.
Talent Adrenaline Surge is ready to use.
Talent Giant Leap is ready to use.
Talent Perfect Strike is ready to use.
You are yanked out of this place!
Rested for 167 turns (stop reason: saving).
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
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Saving done.