












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Unlocked Adventurer 1.5.10This unlocks various(all?) talents trees at x1.3 for Adventurers, including possessor, stone warden and cursed/cursed aura. This addon REQUIRES possessors to be enabled, meaning you must be a donator, and logged in. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. Significantly Generous Levels 1.6.7Is moderately generous with talents, types and stat points for each level gained. + 0.1% resist all per level upto level 50. (Double at level 2) +0.1% resist all every even level at levels 51+ + 1 to all saves per level upto level 50. (Double at level 2) +1 to all saves every even level at levels 51+ + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. ( and 1 category point for every 25 levels after). 1 prodigies at levels 5, 10, 20, 30 and 40. Additionally, +1 prodigies every 50 levels. Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Yeek |
Class | Adventurer |
Level / Exp | 50 / 6604% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 110 (base 60) |
Dexterity | 86 (base 41) |
Constitution | 5 (base 10) |
Magic | 139 (base 66) |
Willpower | 133 (base 59) |
Cunning | 145 (base 66) |
Resources
Mana | 1002/1002 |
Life | 627/627 |
Paradox | 450 |
Soul | 10/10 |
Equilibrium | 25 |
Vim | 261/261 |
Steam | 142/142 |
Stamina | 554/554 |
Psi | 718/718 |
Healing Factor | 1.4457126824916 |
Regeneration | 11.927129630556 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +160.07212032837% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 13 |
See Invisible | 24 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 376 |
Accuracy | 95 |
Crit Chance | 70% |
APR | 34 |
Speed | 0.97 |
Offense: Offhand
Damage | 205 |
Accuracy | 95 |
Crit Chance | 67% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 107 |
Crit Chance | 74% |
Speed | 1 |
Offense: Mind
Mindpower | 97 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Acid | +32% |
Arcane | +59% |
Mind | +21% |
All | +11% |
Lightning | +50% |
Light | +29% |
Temporal | +32% |
Physical | +21% |
Fire | +27% |
Darkness | +36% |
Offense: Damage Penetration
Lightning | +49% |
Temporal | +49% |
Physical | +45% |
Arcane | +37% |
All | +15% |
Nature | +40% |
Defense: Base
Armour (hardiness) | 85 (91.987013568881%) |
Defense | 69 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 102.825 |
Spell Save | 99.95 |
Mental Save | 108 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 51%( 70%) |
Arcane | + 36%( 70%) |
Mind | + 59%( 70%) |
All | + 27%( 70%) |
Lightning | + 53%( 70%) |
Temporal | + 38%( 70%) |
Physical | + 46%( 70%) |
Fire | + 40%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 99% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Poison Resistance | 71% |
Blind Resistance | 71% |
Silence Resistance | 62% |
Bleed Resistance | 71% |
Teleport Resistance | 55% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.5 steam per turn. Can be activated for an instant burst of 102 steam. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 255% efficiency and cooldown mod of 85%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous 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. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Rot | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Spell / Necrosis | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Vile life | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Physics | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Hexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Tempest of Metal |
talent | Golden Age of Necromancy |
talent | Blood Vengeance |
talent | Infestation |
talent | Overkill |
talent | Mitosis |
talent | Grinding Shield |
talent | Elemental Discord |
talent | Chant of Fortress |
talent | Fiery Hands |
talent | Shards |
talent | Shock Hands |
talent | Overheat Saws |
talent | Aether Permeation |
talent | Beyond the Flesh |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Beteda the orc archer. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Yvyranor the giant yellow ant. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by unwise. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Mayita the skeleton warrior. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Islenn the banshee. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Velutha the ghoulking. Escort: worried loremaster (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3124. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within19 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 to join the slavers and take part in their game. You won the ring of blood! You 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
Psionic focus | ![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Psionic Weapon Damage 185% Range: 1.0x-1.3x Uses 65% Wil, 50% Mag, 47% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +40 Critical Rate +10.0% Attack Speed 100% On Hit: * chills your foe dealing 65 damage and slowing them by one tenth of a turn While equipped: offense ------ Physical Power +15 (+2 eff.) Ignore resists +30% physical Accuracy +8 (+2 eff.) other ------- Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 10 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Unique] Arcane/Steamtech Weapon Damage 182% Range: 1.0x-1.2x Uses 50% Mag, 131% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. While equipped: other ------- Talents +5 Antimagic Shell Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Disarm Resist +100% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 183% Range: 1.0x-1.4x Uses 47% Wil, 50% Mag, 87% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% 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. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Master/Psionic While equipped: Stats +6 Wil offense ------ Damage +25% darkness +10% mind +9% arcane +18% light Ignore resists +10% arcane +15% all Ignore Armor +15 When Hit 6 arcane defense ------ Defense +12 (+3 eff.) Resistance +5% arcane Physical save +16 (+1 eff.) Spell save +17 (+2 eff.) Mind save +17 (+2 eff.) other ------- Light +2 Infravision +10 See Invis +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+2 eff.) Mindpower +12 (+2 eff.) defense ------ Defense +8 (+2 eff.) Resistance +35% mind Mind save +20 (+3 eff.) Silence Resist +0% Fear Resist -60% other ------- Infravision +0 Sight +0 See Stealth +0 See Invis +0 Talents +4 Arcane Disruption Wave Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
On feet | ![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun offense ------ Steampower +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Armor +0 Defense +0 (+0 eff.) Fatigue +6% Pinning Resist +600% Knockbk Resist +100% other ------- Talents +5 Rocket Boots Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Effective talent level: 5.9 Power cost 15 out of 20/20. Range 10 Travel.spd 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 53.76 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 286.66 lightning and 231.98 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Rare] Psionic While equipped: offense ------ Damage +24% lightning +21% temporal +24% arcane +21% acid Ignore resists +34% lightning +34% temporal On-Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +7% arcane Remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 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 (+1 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. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +8 Wil +8 Cun offense ------ Physical Power +12 (+1 eff.) Spellpower +16 (+3 eff.) Mindpower +11 (+2 eff.) Damage +9% all Ignore resists +25% nature Ignore Shields +33% When Hit 34 darkness defense ------ Resistance +6% fire Physical save +3 (+0 eff.) Mind save +6 (+1 eff.) Life Regen +6.00 Healmod +50% Silence Resist +42% Stun Resist +49% other ------- Mana/turn +0.35 Max mana +40.00 Infravision +3 See Invis +14 Telepathy Demon/Major Demon/Minor Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 618 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 176% Range: 1.0x-1.5x Uses 116% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 103% Block +50 Lifesteal +1% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. * chills your foe dealing 62 damage and slowing them by one tenth of a turn Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +8 (+2 eff.) Fatigue +9% other ------- Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature While equipped: Stats +6 Str +5 Dex +8 Mag +16 Wil +7 Cun offense ------ Spell Crit +5% Spellpower +11 (+2 eff.) defense ------ Resistance +6% lightning +15% temporal Physical save +16 (+1 eff.) Spell save +18 (+2 eff.) Mind save +50 (+8 eff.) other ------- Stamina/turn +0.50 Mana/turn +0.50 Psi/turn +0.50 Mana-on-crit +2.10 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 187% Range: 1.0x-1.5x Uses 128% Wil, 50% Mag Damage Fire Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +27 Critical Rate +6.0% Attack Speed 100% Block +80 On Hit: * chills your foe dealing 63 damage and slowing them by one tenth of a turn On Crit: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str defense ------ Armor +15 Defense +12 (+3 eff.) Fatigue +9% other ------- Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature While equipped: Stats +5 Wil +5 Mag offense ------ Spell Crit +14% Critical power +30.00% Spellpower +8 (+1 eff.) Damage +15% arcane +3% fire Ignore resists +12% arcane On-Hit (Melee): * 27% chance to slow global speed by 78% * 27% chance to reduce all saves and defense by 49 defense ------ Defense +3 (+1 eff.) Resistance +30% lightning +12% fire +3% nature +9% mind Physical save +13 (+1 eff.) Mind save +12 (+2 eff.) Unlife -50.00 life Stun Resist +50% other ------- Max mana +83.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
![]() 2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 131% efficiency and cooldown mod of 83%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 156% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.4 steam per turn. Can be activated for an instant burst of 67 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.5 steam per turn. Can be activated for an instant burst of 78 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.1 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 333 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 306 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 352 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 352 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 288 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -934 life. The duration and life will increase by 1% for every 1% life you have lost (currently 934 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -1010 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1010 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -899 life. The duration and life will increase by 1% for every 1% life you have lost (currently 899 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 952% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 827% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 907% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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: Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 907% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 569 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: Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 966 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 infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 618 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 605 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: 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 236 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 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 rune scroll [Ego] Arcane When inscribed on your body: 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 252 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 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 rune scroll [Ego] Arcane When inscribed on your body: 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 240 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 792 damage for 8 turns. Its effects scale with your Strength 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 rune scroll [Normal] Arcane When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 3 times. 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 [Normal] Arcane When inscribed on your body: Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 61 up to 4 times. 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: Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 22 up to 9 times. 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +1 Cun +2 Mag offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) Damage +5% light +5% temporal +5% darkness +5% physical Ignore resists +15% acid defense ------ Resistance +12% fire Mind save +6 (+1 eff.) other ------- Equi when Hit +0.04 Hate-on-crit +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Masteries +0.12 Steamtech/Battle machinery Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+1 eff.) Spell save +15 (+2 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +13% fire +10% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% temporal Healmod +11% Cut Resist +50% Pinning Resist +22% Knockbk Resist +21% Heal: Puts all charms on 35 cooldown Effective talent level: 2.5 Power cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 512 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+1 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light On Melee Ret: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 428 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+1 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+5 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 7.2 Power cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (207). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 12). 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 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Con offense ------ Damage +9% cold When Hit 12 nature 6 cold On-Hit (Melee): * 25% chance to slow global speed by 78% defense ------ Resistance +37% acid +18% fire +15% nature Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+1 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: 5.9 Power cost 30 out of 60/60. Range melee/personal 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 51 light damage to everyone else who enters. The circle lasts 6 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 T4 amulet jewelry [Ego+] Master While equipped: offense ------ Critical power +16.00% Accuracy +8 (+2 eff.) Ignore Armor +18 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Con defense ------ Physical save +17 (+2 eff.) Life +70.00 Life Regen +9.00 other ------- Masteries +0.34 Steamtech/Automated butchery +0.34 Chronomancy/Temporal Guardian Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Dex +12 Mag +8 Wil offense ------ Spell Crit +11% Spellpower +12 (+2 eff.) Mindpower +12 (+2 eff.) Damage +7% lightning +8% temporal +6% light +8% fire +7% acid +8% physical +8% cold +3% mind +8% darkness When Hit 6 mind On-Hit (Melee): * 30% chance to reduce armor by 52% defense ------ Resistance +15% mind +9% temporal Mind save +15 (+2 eff.) Confus Resist +24% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature While equipped: Stats +14 Lck +5 Mag offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +8% acid +13% fire +7% cold +7% lightning Ignore resists +10% light +15% fire Accuracy +17 (+4 eff.) defense ------ Defense +20 (+5 eff.) Resistance +30% lightning +12% fire +3% light Resist unseen 18% Stun Resist +50% other ------- Light +2 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+2 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 (+2 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: 7.2 Power cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 795.81 physical damage in a radius 9 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 [Unique] While equipped: Stats +4 Str +12 Dex +4 Mag +4 Wil +12 Cun +4 Con offense ------ Move Speed +15% Damage +20% lightning defense ------ Damage Avoidance +8% Affinity +20% lightning Stun Resist +60% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: defense ------ Physical save +22 (+2 eff.) Spell save +25 (+3 eff.) Mind save +19 (+3 eff.) other ------- Masteries +0.40 Celestial/Circles +0.40 Chronomancy/Flux Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +20 Lck +5 Con offense ------ Damage +12% acid Accuracy +13 (+3 eff.) defense ------ Defense +17 (+4 eff.) Fatigue -10% Resistance +3% blight +12% mind +3% lightning Physical save +16 (+1 eff.) Resist unseen 17% Life +80.00 Life Regen +15.00 Teleport Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +9 Dex +6 Mag +3 Wil offense ------ Mind Crit +4% Mindpower +14 (+3 eff.) Spellpower/crit +6 When Hit 4 darkness defense ------ Resistance +15% darkness +9% cold Mind save +15 (+2 eff.) Confus Resist +25% other ------- Mana/turn +0.60 Psi when Hit +0.12 Max mana +60.00 Max psi +30.00 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Armor +6 Defense +10 (+2 eff.) Resistance +6% blight Spell save +15 (+2 eff.) Mind save +3 (+0 eff.) Cut Resist +10% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Str +3 Dex +5 Mag +5 Wil offense ------ Spellpower +6 (+1 eff.) Ignore resists +15% temporal defense ------ Resistance +5% arcane other ------- Infravision +2 See Invis +12 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +7 Str +5 Dex +5 Cun offense ------ Critical power +5.00% Damage +6% light Accuracy +7 (+2 eff.) defense ------ Resistance +1% physical Physical save +3 (+0 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+1 eff.) Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 4.5 Power cost 10 out of 10/10. Range 7 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 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Mind save +7 (+1 eff.) Confus Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Spell Crit +7% Critical power +20.00% Physical Power +7 (+1 eff.) Spellpower +7 (+1 eff.) Mindpower +8 (+1 eff.) Ignore Armor +3 defense ------ Armor +6 Physical save +12 (+1 eff.) other ------- Stamina/turn +3.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 25.31 cold and 27.59 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Str +3 Cun +5 Con offense ------ Physical Power +7 (+1 eff.) On-Hit 10 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 49 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 49 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Effective talent level: 5.9 Power cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 176% weapon damage. If the attack hits, the target will bleed for 330% weapon damage over 7 turns, and all healing will be reduced by 72%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature Mind save +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +8 (+1 eff.) Damage +12% cold defense ------ Resistance +24% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +15% mind defense ------ Resistance +21% fire +15% mind +27% cold Life Regen +4.00 Stun Resist +31% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +7 (+1 eff.) Confus Resist +29% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Move Speed +11% Accuracy +6 (+1 eff.) defense ------ Defense +7 (+2 eff.) Resistance +6% nature +6% blight Poison Resist +10% Disease Resist +11% Blinding Speed: Puts all charms on 40 cooldown Effective talent level: 5.9 Power cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 44% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +5 Mag +5 Wil +4 Cun offense ------ Spellpower +6 (+1 eff.) Damage +9% blight +6% temporal +10% darkness Accuracy +10 (+2 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 41 defense ------ Resistance +6% blight +3% temporal +20% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +10 Cun offense ------ Mindpower +10 (+2 eff.) Damage +15% mind defense ------ Resistance +15% darkness +6% nature +15% mind +6% light other ------- Max hate +8.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+1 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+1 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +4.0% Mind Crit +3% On-Hit (Melee): * 20% chance to reduce all saves and defense by 49 defense ------ Armor +8 Resistance +9% mind Mind save +12 (+2 eff.) Life +76.00 Life Regen +12.00 Healmod +15% other ------- Max stamina +20.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+1 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+1 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +6 Cun defense ------ Defense +12 (+3 eff.) Mind save +13 (+2 eff.) Confus Resist +44% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +16 Cun +4 Wil offense ------ Mind Crit +7% Damage +24% mind +15% fire Ignore resists +20% cold +31% fire defense ------ Defense +18 (+4 eff.) Resistance +21% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 496.05 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 6 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +7 Wil +4 Cun offense ------ Spellpower +12 (+2 eff.) Ignore resists +5% physical Accuracy +5 (+1 eff.) Ignore Armor +3 defense ------ Defense +33 (+8 eff.) Mind save +12 (+2 eff.) Confus Resist +36% other ------- Max mana +40.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +7 Mag +1 Wil +8 Cun offense ------ Critical power +5.00% Spellpower +14 (+2 eff.) Damage +38% nature +21% mind When Hit 4 nature On-Hit (Melee): * 21% chance to slow global speed by 78% defense ------ Resistance +76% nature other ------- Max hate +6.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+1 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+4 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 [Random Unique] Master/Psionic While equipped: Stats +10 Cun +8 Wil offense ------ Critical power +15.00% Mindpower +15 (+3 eff.) Move Speed +25% Damage +12% nature +6% temporal Accuracy +15 (+3 eff.) defense ------ Defense +15 (+4 eff.) Mind save +6 (+1 eff.) Life +50.00 Disarm Resist +45% Pinning Resist +50% Knockbk Resist +50% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max psi +20.00 Blinding Speed: Puts all charms on 40 cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. 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 On Mind Hit: 10% Mental Refresh 1 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: 4.5 Power cost 30 out of 30/30. Range melee/personal 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 [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+1 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +19 Dex -12 Mag +7 Wil +6 Con offense ------ Spellpower +15 (+3 eff.) Damage +3% arcane Ignore resists +20% arcane When Hit 10 fire defense ------ Resistance +5% arcane Spell save +18 (+2 eff.) Blind Resist +43% other ------- Max stamina +40.00 Infravision +5 See Stealth +14 See Invis +23 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: Stats +5 Str +4 Mag +6 Cun +9 Con offense ------ Damage +21% cold Ignore resists +15% acid +15% cold defense ------ Resistance +9% cold Physical save +18 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +10 Dex +8 Wil +16 Cun offense ------ Mindpower +15 (+3 eff.) Damage +15% lightning +3% cold Ignore resists +10% lightning +10% cold Accuracy +13 (+3 eff.) When Hit 4 light 6 lightning defense ------ Resistance +21% cold Mind save +15 (+2 eff.) Confus Resist +50% other ------- Light +2 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+2 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+1 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Effective talent level: 7.2 Power cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 570.79 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Con defense ------ Spell save +20 (+2 eff.) Mind save +15 (+2 eff.) Confus Resist +50% other ------- Max stamina +39.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +15% nature +13% blight Poison Resist +30% Disease Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +18 (+2 eff.) Spellpower +16 (+3 eff.) Mindpower +11 (+2 eff.) Damage +6% all defense ------ Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Life +93.00 Life Regen +17.00 Healmod +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +10 Mag offense ------ On-Hit 40 light On-Ranged-Hit 40 light Damage +20% light Rings make your fingers look great! |
![]() 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 162% Range: 1.0x-1.2x Uses 130% Mag Damage Nature Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+3 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+2 eff.) other ------- Talents +1 Command Staff Cure up to 6 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Arcane Weapon Damage 212% Range: 1.0x-1.5x Uses 140% Wil, 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +8.0% Attack Speed 100% On-hit +50 fire Damage Conversion 20% fire On Hit: * chills your foe dealing 62 damage and slowing them by one tenth of a turn While equipped: offense ------ Damage +20% fire Ignore resists +25% fire defense ------ Resistance +20% fire The wearer is treated as a demon. Infernal Breath: Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 271.07 fire damage, and flames will be left dealing a further 63.36 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 162% Range: 1.0x-1.3x Uses 52% Wil, 50% Mag, 64% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +0.0% Attack Speed 100% Phasing +50% While equipped: offense ------ Accuracy +20 (+4 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 167% Range: 1.0x-1.3x Uses 52% Wil, 50% Mag, 52% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 174% Range: 1.0x-1.3x Uses 52% Wil, 64% Cun, 55% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+1 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Master/Psionic Weapon Damage 200% Range: 1.0x-1.3x Uses 58% Wil, 58% Cun, 50% Mag Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% On Hit: * 27% chance to reduce damage dealt by 39% * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) * chills your foe dealing 65 damage and slowing them by one tenth of a turn * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Con offense ------ Physical Crit +3.0% Damage +6% nature +3% physical When Hit 2 darkness other ------- Stamina/turn +3.00 Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 175% Range: 1.0x-1.5x Uses 116% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +19 Critical Rate +9.0% Attack Speed 149% Block +50 On Hit: * increase paradox by a random amount On Crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: defense ------ Armor +7 Defense +10 (+2 eff.) Fatigue +9% Affinity +30% temporal other ------- Talents +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Unique] Steamtech Weapon Damage 177% Range: 1.0x-1.5x Uses 116% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +4.0% Attack Speed 100% Block +50 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +16 (+4 eff.) Fatigue +8% other ------- Talents +2 Block Masteries +0.20 Steamtech/Battlefield management +0.20 Steamtech/Sawmaiming Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Psionic/Steamtech Weapon Damage 183% Range: 1.0x-1.5x Uses 116% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +14.0% Attack Speed 100% Block +50 Lifesteal +5% On-hit +10% gloom effects On Hit: * chills your foe dealing 64 damage and slowing them by one tenth of a turn Uses 1.0 Steam While equipped: defense ------ Armor +8 Defense +12 (+3 eff.) Fatigue +10% other ------- Talents +2 Block On Taking Damage: Blindside the attacker (range 6). Originally a kitchen implement used by the giants to saw through tough, frozen carcasses. Something is especially sinister about this example though. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 182% Range: 1.0x-1.5x Uses 116% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +5.0% Attack Speed 100% Block +60 Damage Conversion 50% temporal On Hit: 8% Turn Back the Clock 2 Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +20 (+5 eff.) Fatigue +8% Resistance +15% temporal other ------- Talents +2 Block 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated).. Uses 30 power out of 30/30 Activation is instant. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 199% Range: 1.0x-1.5x Uses 116% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +105 On-hit +8 temporal On-Hit, radius 1 +20 fire On-crit, radius 2 +20 cold On Hit: * chills your foe dealing 62 damage and slowing them by one tenth of a turn Uses 1.0 Steam While equipped: offense ------ Damage +6% light Ignore resists +10% cold +13% all Accuracy +21 (+4 eff.) Ignore Armor +14 When Hit 2 light 2 cold On-Hit (Melee): * 23% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 188% Range: 1.0x-1.5x Uses 116% Wil, 50% Mag Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +0 Critical Rate +5.0% Attack Speed 100% Block +94 On-crit, radius 2 +90 fire On Hit: * chills your foe dealing 62 damage and slowing them by one tenth of a turn Uses 1.0 Steam While equipped: offense ------ Physical Crit +13.0% Critical power +16.00% Global Speed +11% Ignore resists +25% fire Ignore Armor +15 defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 209% Range: 1.0x-1.2x Uses 50% Mag, 131% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +20.0% Capacity 21 On-ranged-hit +20 acid +15 temporal +40 physical On-Hit, radius 1 +24 light +12 acid On Hit: * 25% chance to reduce armor by 52% * 13% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 342 physical damage On Crit: * Wound the target dealing 458 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 208% Range: 1.0x-1.2x Uses 50% Mag, 131% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +19.0% Capacity 21 On-ranged-hit +5 physical On-Hit, radius 1 +12 fire On Hit: * 20% chance to knock the target back 3 spaces and deal 342 physical damage On Crit: * Wound the target dealing 458 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 194% Range: 1.0x-1.2x Uses 116% Wil, 50% Mag Damage Physical Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+5 eff.) Ranged Defense +10 (+2 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 202% Range: 1.0x-1.2x Uses 116% Wil, 50% Mag Damage Fire Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+4 eff.) Ranged Defense +15 (+4 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane While equipped: Stats +6 Mag +8 Wil offense ------ Spell Crit +4% Spellpower +13 (+2 eff.) When Hit 6 acid defense ------ Defense +5 (+1 eff.) Resistance +6% blight Mind save +20 (+3 eff.) Unlife -80.00 life A belt that goes around your waist. |
![]() 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 (+2 eff.) Resistance +12% arcane +12% darkness 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: 4.5 Power cost 28 out of 28/28. Range 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 357.58 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. This item has been sent to the Item's Vault. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+3 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 302 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+1 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+1 eff.) Mind save +10 (+1 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 173% Range: 1.0x-1.4x Uses 87% Wil, 87% Cun, 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Dominate 3 On Hit: 5% Slash 3 Instill Fear: Effective talent level: 5.9 Power cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 56.27 mind and 63.24 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 49% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 49. Terrified: Deals 13.91 mind and 15.64 darkness damage per turn and increases cooldowns by 74%. Haunted: Causes the target to suffer 21.75 mind and 24.45 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+8 eff.) Ignore Armor +15 defense ------ Defense +15 (+4 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+4 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +0% mind +20% fire Mind save +0 (+0 eff.) Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil +0 Cun offense ------ Spellpower +15 (+3 eff.) Mindpower +15 (+3 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 +0 (+0 eff.) This jeweled crown shimmers with colors. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Master/Psionic While equipped: Stats +12 Cun +20 Wil offense ------ Mind Crit +16% Mindpower +10 (+2 eff.) Damage +15% mind +6% darkness Ignore resists +20% mind On-Hit (Melee): * 25% chance to reduce damage dealt by 39% defense ------ Defense +3 (+1 eff.) Resistance +20% mind Physical save +30 (+3 eff.) Mind save +53 (+8 eff.) other ------- Max psi +54.00 Hateful Whisper: Puts all charms on 15 cooldown Effective talent level: 7.2 Power cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 523 mind damage and feed you 6 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 4.0. Every victim of the whisper has a 40% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun offense ------ Accuracy +20 (+4 eff.) defense ------ Defense +10 (+2 eff.) Mind save +0 (+0 eff.) Blind Resist +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+1 eff.) Mindpower +8 (+1 eff.) Spell Speed +0% Damage +0% temporal +0% physical defense ------ Defense +1 (+0 eff.) Resistance +10% physical +10% temporal Anomaly Control +5 Confus Resist +0% other ------- Infravision +0 Sight +0 See Stealth +0 See Invis +0 Masteries +0.20 Chronomancy/Timetravel This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. This item has been sent to the Item's Vault. |
![]() 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 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 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 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 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 (+2 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+1 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 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 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 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 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +0% darkness +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Infravision +0 See Invis +0 Release a will o' the wisp that will explode against your foes for 508 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+1 eff.) other ------- Light +10 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 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 518.16 darkness damage (based on Mindpower and charge). Uses 10 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 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+1 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 7.2 Power cost 80 out of 150/150. Range melee/personal 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 6, doing 75.71 cold damage and 82.53 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 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 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: other ------- Talents +4 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +15 (+1 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Hand Cannon Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Viral Needlegun Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to head When attached: defense ------ Resistance +35% mind Mind save +20 (+3 eff.) other ------- Talents +4 Mind Crush 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: Stats +10 Cun defense ------ Mind save +15 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +4 Botanical Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 145% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Ignore Armor +20 Critical Rate +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 145% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Ignore Armor +20 Critical Rate +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Weapon Damage 145% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Ignore Armor +20 Critical Rate +20.0% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 65] amazing fiery salve [power 65]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 85% cooldown modifier. Remove 3 magical effects and grants a fiery aura (65% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 65] amazing frost salve [power 65]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 85% cooldown modifier. Remove 3 physical effects and grants a frost aura (65% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 932] amazing healing salve [power 932]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 85% cooldown modifier. Heal 932 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing unstoppable force salve [power 259] amazing unstoppable force salve [power 259]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 85% cooldown modifier. Increases all saves by 259 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
great water salve [power 57] great water salve [power 57]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 255% efficiency and 85% cooldown modifier. Remove 2 mental effects and grants a water aura (57% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+2 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 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 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+1 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 7.2 Power cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 145.20 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed +16% Combat Speed -12% Spell Speed -12% Mind Speed -12% Damage +15% temporal defense ------ Resistance +12% all +15% temporal Damage Reduction +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 189% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 736.26 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 383/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 839.16 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +5% Spellpower/crit +6 Ignore resists +15% mind When Hit 10 blight other ------- Hate-on-crit +2.00 Blast the opponent's mind dealing 575 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+1 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Achievements
By unwise the Yeek Adventurer level 39
70th Dusk 123rd year of Ascendancy at 05:10 see stats
By unwise the Yeek Adventurer level 50
49th Regrowth 124th year of Ascendancy at 00:25 see stats
By unwise the Yeek Adventurer level 45
12nd Regrowth 124th year of Ascendancy at 02:40 see stats
By unwise the Yeek Adventurer level 50
33rd Regrowth 124th year of Ascendancy at 17:32 see stats
By unwise the Yeek Adventurer level 40
53rd Haze 123rd year of Ascendancy at 17:36 see stats
By unwise the Yeek Adventurer level 50
77th Regrowth 124th year of Ascendancy at 14:58 see stats
By unwise the Yeek Adventurer level 50
1st Pyre 124th year of Ascendancy at 16:25 see stats
By unwise the Yeek Adventurer level 50
8th Haze 124th year of Ascendancy at 07:13 see stats
By unwise the Yeek Adventurer level 50
3rd Pyre 124th year of Ascendancy at 04:01 see stats
By unwise the Yeek Adventurer level 50
75th Regrowth 124th year of Ascendancy at 04:08 see stats
By unwise the Yeek Adventurer level 44
8th Decay 123rd year of Ascendancy at 18:53 see stats
By unwise the Yeek Adventurer level 50
78th Dusk 125th year of Ascendancy at 17:31 see stats
By unwise the Yeek Adventurer level 23
24th Pyre 123rd year of Ascendancy at 03:12 see stats
By unwise the Yeek Adventurer level 50
55th Dusk 125th year of Ascendancy at 07:45 see stats
By unwise the Yeek Adventurer level 50
72nd Regrowth 124th year of Ascendancy at 09:59 see stats
By unwise the Yeek Adventurer level 43
71st Haze 123rd year of Ascendancy at 06:51 see stats
By unwise the Yeek Adventurer level 45
1st Allure 124th year of Ascendancy at 04:33 see stats
By unwise the Yeek Adventurer level 35
27th Dusk 123rd year of Ascendancy at 15:43 see stats
By unwise the Yeek Adventurer level 23
18th Pyre 123rd year of Ascendancy at 07:27 see stats
By unwise the Yeek Adventurer level 38
64th Dusk 123rd year of Ascendancy at 21:50 see stats
By unwise the Yeek Adventurer level 30
9th Dusk 123rd year of Ascendancy at 14:26 see stats
By unwise the Yeek Adventurer level 50
4th Haze 125th year of Ascendancy at 23:34 see stats
By unwise the Yeek Adventurer level 50
55th Dusk 125th year of Ascendancy at 15:36 see stats
By unwise the Yeek Adventurer level 50
6th Dusk 125th year of Ascendancy at 06:46 see stats
By unwise the Yeek Adventurer level 39
68th Dusk 123rd year of Ascendancy at 18:18 see stats
By unwise the Yeek Adventurer level 50
2nd Pyre 124th year of Ascendancy at 02:01 see stats
By unwise the Yeek Adventurer level 32
10th Dusk 123rd year of Ascendancy at 09:07 see stats
By unwise the Yeek Adventurer level 10
5th Allure 123rd year of Ascendancy at 11:19 see stats
By unwise the Yeek Adventurer level 20
80th Regrowth 123rd year of Ascendancy at 00:34 see stats
By unwise the Yeek Adventurer level 30
10th Flare 123rd year of Ascendancy at 03:35 see stats
By unwise the Yeek Adventurer level 40
5th Haze 123rd year of Ascendancy at 08:33 see stats
By unwise the Yeek Adventurer level 50
33rd Regrowth 124th year of Ascendancy at 03:32 see stats
By unwise the Yeek Adventurer level 42
64th Haze 123rd year of Ascendancy at 02:51 see stats
By unwise the Yeek Adventurer level 50
22nd Haze 124th year of Ascendancy at 04:35 see stats
By unwise the Yeek Adventurer level 50
58th Pyre 125th year of Ascendancy at 15:24 see stats
By unwise the Yeek Adventurer level 50
7th Mirth 125th year of Ascendancy at 00:05 see stats
By unwise the Yeek Adventurer level 30
10th Flare 123rd year of Ascendancy at 12:50 see stats
By unwise the Yeek Adventurer level 50
5th Mirth 125th year of Ascendancy at 00:21 see stats
By unwise the Yeek Adventurer level 42
64th Haze 123rd year of Ascendancy at 02:54 see stats
By unwise the Yeek Adventurer level 40
53rd Haze 123rd year of Ascendancy at 00:38 see stats
By unwise the Yeek Adventurer level 29
10th Flare 123rd year of Ascendancy at 03:34 see stats
By unwise the Yeek Adventurer level 50
72nd Regrowth 124th year of Ascendancy at 14:58 see stats
By unwise the Yeek Adventurer level 3
77th Pyre 122nd year of Ascendancy at 21:40 see stats
By unwise the Yeek Adventurer level 11
7th Allure 123rd year of Ascendancy at 03:02 see stats
By unwise the Yeek Adventurer level 45
12nd Regrowth 124th year of Ascendancy at 02:40 see stats
By unwise the Yeek Adventurer level 50
33rd Regrowth 124th year of Ascendancy at 16:29 see stats
By unwise the Yeek Adventurer level 8
2nd Wintertide 123rd year of Ascendancy at 10:23 see stats
By unwise the Yeek Adventurer level 23
38th Pyre 123rd year of Ascendancy at 00:11 see stats
By unwise the Yeek Adventurer level 50
64th Pyre 124th year of Ascendancy at 14:39 see stats
By unwise the Yeek Adventurer level 35
44th Dusk 123rd year of Ascendancy at 15:51 see stats
By unwise the Yeek Adventurer level 27
41st Pyre 123rd year of Ascendancy at 19:07 see stats
By unwise the Yeek Adventurer level 18
78th Regrowth 123rd year of Ascendancy at 18:50 see stats
By unwise the Yeek Adventurer level 49
33rd Regrowth 124th year of Ascendancy at 03:32 see stats
By unwise the Yeek Adventurer level 50
7th Mirth 125th year of Ascendancy at 00:22 see stats
By unwise the Yeek Adventurer level 42
70th Haze 123rd year of Ascendancy at 05:42 see stats
Log
Today is the 15th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:46.
There is a Gates of Morning (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You enter the swirling portal and in the blink of an eye you set foot on the outskirts of Last Hope, with no trace of the portal...
Saving game...
Today is the 16th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
Ran for 2 turns (stop reason: hostile spotted to the northeast (ziguranth patrol)).
You don't see how to get there...
Today is the 17th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:10.
Today is the 18th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:18.
You don't see how to get there...
You don't see how to get there...
Today is the 19th Haze of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:26.
There is a Way to a strange portal here (press '' or right click to use).
Saving done.
There is a ladder to worldmap 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.