











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shorter East 1.7.4Based on "Shorter Dungeons Redux", this simply removes 1 floor from Rak'shor and Grushnak prides, 2 floors from Gorbat and Vor, and 5 floors from Highpeak, without changing the exp gains or anything else. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Krog |
Class | Mindslayer |
Level / Exp | 32 / 48% |
Size | huge |
Lifes / Deaths | Killed by elven corruptor at level 26 on the 38th Regrowth 123rd year of Ascendancy at 23:42 4 / 2Killed by The Master at level 31 on the 51st Pyre 123rd year of Ascendancy at 19:32 |
Antimagic | Follower |
Primary Stats
Strength | 78 (base 18) |
Dexterity | 52 (base 10) |
Constitution | 37 (base 10) |
Magic | 14 (base 10) |
Willpower | 101 (base 60) |
Cunning | 81 (base 60) |
Resources
Life | 1002/1002 |
Steam | 100/100 |
Equilibrium | 30 |
Psi | 181/181 |
Healing Factor | 1.3641015905906 |
Regeneration | 23.530752437688 |
Speed
Mental | +35% |
Attack | +15% |
Movement | +22.7836465099% |
Spell | +15% |
Global | +100% |
Vision
Sight | 14 |
Lite | 5 |
Infravision | 19 |
See Stealth | 20 |
See Invisible | 31 |
Offense: Mainhand
Damage | 150 |
Accuracy | 58 |
Crit Chance | 72% |
APR | 45 |
Speed | 0.74 |
Offense: Offhand
Damage | 70 |
Accuracy | 58 |
Crit Chance | 75% |
APR | 43 |
Speed | 0.74 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 22% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 27% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Nature | +11% |
Acid | +5% |
Darkness | +5% |
All | +2% |
Offense: Damage Penetration
Darkness | +10% |
Physical | +23% |
Arcane | +5% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 28 (35.65183292883%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 31 |
Mental Save | 47 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | 0%( 70%) |
Arcane | 0%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Darkness | + 21%( 70%) |
Light | + 3%( 70%) |
Temporal | 0%( 70%) |
Physical | + 30%( 70%) |
Lightning | + 30%( 70%) |
Fire | + 16%( 70%) |
Nature | 0%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 30% |
Poison Resistance | 80% |
Blind Resistance | 41% |
Silence Resistance | 30% |
Bleed Resistance | 60% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 681% 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. |
Implants | Effective talent level: 1.0 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 178% efficiency and cooldown mod of 84%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 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 184% efficiency and cooldown mod of 60%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 646% 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. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Augmentation |
talent | Antimagic Shield |
talent | Skate |
talent | Thermal Aura |
talent | Kinetic Shield |
talent | Kinetic Aura |
talent | Beyond the Flesh |
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. | active |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the worried loremaster from death by Ce'Nath the white worm mass. Escort: worried loremaster (level 2 of Ruins of Kor'Pul) | failed |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed orc heart. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed red crystal shard. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | 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! | 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 | ![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 61.0 - 91.5 Physical Uses 129% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +27.5% Attack Speed 100% On-crit, radius 2 +8 darkness On Hit: * 20% chance to reduce damage dealt by 27% While equipped: Stats +1 Str +12 Wil +13 Con offense ------ Ignore resists +13% physical Accuracy +13 (+4 eff.) Ignore Armor +13 When Hit 4 darkness defense ------ Life +59.00 Massive two-handed battleaxes. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Rare] Master While equipped: Stats +2 Cun +4 Str offense ------ Physical Power +11 (+3 eff.) Damage +3% acid defense ------ Armor +3 Resistance +9% acid Crit Resistance 5.00% Disease Resist +20% Silence Resist +20% Disarm Resist +100% Confus Resist +20% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 31.5 - 34.7 Physical Uses 43% Wil, 83% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% darkness +9% nature defense ------ Resistance +3% light +3% darkness Spell save +3 (+2 eff.) Life +41.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +10 Wil +0 Cun +3 Con offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Infravision +8 Sight +2 See Stealth +20 See Invisibility +20 Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Blind-Fight: No penalty when attacking invisible/stealthed Indomitable: (Instant) Effective talent level: 1.0 Power cost 60 out of 60/60. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
On feet | ![]() 3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +5 Cun defense ------ Armor +5 Defense +20 (+5 eff.) Fatigue +4% Resistance +2% physical +12% cold +10% fire Crit Resistance 10.00% Physical save +12 (+4 eff.) Life +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Str +5 Mag +5 Cun offense ------ Critical power +10.00% other ------- Max psi +40.00 Infravision +2 Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 15 turn cooldown 100% to reduce fatigue by 34% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: defense ------ Fatigue -6% Resistance +6% acid +6% darkness Life +80.00 Blind Resist +10% Silence Resist +10% Knockbk Resist +20% other ------- Encumbrance +25 Rings make your fingers look great! |
On fingers | ![]() 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. |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +1.0% Ignore resists +10% physical When Hit 8 physical defense ------ Crit Resistance 15.00% Physical save +6 (+2 eff.) Mind save +12 (+4 eff.) Blind Resist +31% Poison Resist +20% Disease Resist +20% other ------- Infravision +6 Sight +2 See Invisibility +11 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Master Weapon Damage 56.0 - 78.4 Physical Uses 108% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +26 Critical Rate +27.0% Attack Speed 100% While equipped: Stats +3 Dex +5 Wil offense ------ Ignore resists +10% darkness When Hit 4 darkness defense ------ Resistance +12% darkness +6% fire One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con offense ------ Physical Crit +3.0% Critical power +8.00% Physical Power +12 (+3 eff.) defense ------ Physical save +7 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 108% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +24 Critical Rate +30.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+10 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +6 Dex +2 Wil +9 Cun +3 Con offense ------ Mind Crit +5% Ignore resists +10% cold defense ------ Defense +2 (+0 eff.) Resistance +30% lightning Stun Resist +50% other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T4 light armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +1 Mag +2 Con offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% Ignore resists +5% arcane defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +20% acid Life +44.00 Life Regen +17.00 Healmod +16% Poison Resist +60% Disease Resist +60% Cut Resist +60% other ------- Light +3 A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (87% of a turn) Is: a spell Description: Inflicts 565.08 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance 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 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex defense ------ Resistance +15% nature +12% blight Poison Resist +22% Disease Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +6 Dex +10 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +3.00 other ------- Stamina/turn +0.50 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: offense ------ Damage +6% cold On-Hit (Melee): * 20% chance to reduce armor by 18% defense ------ Resistance +18% acid Mind save +6 (+2 eff.) other ------- Psi when Hit +0.08 Max hate +4.00 Masteries +0.40 Steamtech/Physics Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +3% lightning +23% mind +3% acid When Hit 4 lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 33 defense ------ Resistance +11% mind +3% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +12% lightning defense ------ Armor +4 Resistance +24% lightning 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. |
![]() 7.0 Encumbrance staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Weapon Damage 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 While equipped: offense ------ Spell Crit +10% Spellpower +20 (+13 eff.) Accuracy +20 (+6 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego] Disrupt Weapon Damage 15.5 - 21.7 Physical Uses 108% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Damage Against +5% Unnatural While equipped: Stats +2 Wil Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego++] Nature/Master Weapon Damage 12.0 - 16.8 Physical Uses 108% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +3 Cun +3 Con offense ------ Ignore resists +6% all Accuracy +6 (+2 eff.) Ignore Armor +7 Blunt and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego+] Master Weapon Damage 12.0 - 16.8 Physical Uses 108% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego++] Master/Psionic Weapon Damage 15.0 - 21.0 Physical Uses 108% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +2 Dex offense ------ Combat Speed +10% Accuracy +6 (+2 eff.) One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Master Weapon Damage 39.0 - 54.6 Physical Uses 108% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Mind Crit +3% Accuracy +10 (+3 eff.) defense ------ Defense +6 (+1 eff.) Disarm Resist +39% other ------- EQ when Hit +0.16 Hate-on-crit +2.00 Max psi +50.00 Infravision +3 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Nature Weapon Damage 40.5 - 56.7 Physical Uses 108% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +38 acid +23 nature While equipped: Stats +3 Dex offense ------ Critical power +10.00% Ignore resists +11% acid +16% nature Ignore Armor +10 When Hit 6 physical defense ------ Armor +8 Resistance +9% darkness One-handed war axes. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 248.30 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 9.0 Encumbrance T1 light armor [Ego++] Nature/Master While equipped: offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +6 (+2 eff.) defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +33.00 Life Regen +3.60 Healmod +11% A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master While equipped: offense ------ Physical Power +2 (+1 eff.) defense ------ Defense +8 (+2 eff.) Spell save +5 (+3 eff.) Stealth +5 other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil offense ------ Damage +9% lightning Ignore resists +25% nature +25% fire Against +15% Summoned defense ------ Resistance +6% lightning Resist Against +18% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Psionic While equipped: Stats +2 Str +9 Dex +2 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Crit Resistance 10.00% Physical save +9 (+3 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% physical Accuracy +15 (+4 eff.) defense ------ Defense +16 (+4 eff.) Physical save +6 (+2 eff.) other ------- Max stamina +10.00 Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Str +2 Mag +3 Wil +5 Cun offense ------ Ignore resists +15% darkness defense ------ Defense +1 (+0 eff.) Mind save +5 (+2 eff.) other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+0 eff.) Crit Resistance 15.00% Physical save +6 (+2 eff.) Healmod +10% Silence Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 other ------- Stamina/turn +0.30 Max stamina +10.00 Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Damage +3% mind Ignore Armor +1 defense ------ Armor +5 Defense +20 (+5 eff.) Fatigue +2% Resistance +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Mind Crit +4% defense ------ Armor +3 Fatigue +2% other ------- Psi when Hit +0.04 Max psi +30.00 Light +1 See Invisibility +6 Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 43% Wil, 83% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 43% Wil, 83% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Str +2 Cun +2 Con offense ------ On-Hit 6 physical Damage +4% physical defense ------ Armor +7 Resistance +3% light Crit Resistance 15.00% other ------- See Invisibility +3 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 43% Wil, 83% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-Hit, radius 1 +6 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 43% Wil, 83% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 154.68 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 nature Damage +5% nature +6% mind defense ------ Armor +8 Fatigue +3% Resistance +7% nature +5% arcane Life Regen +4.00 Silence Resist +20% Stun Resist +20% Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 43% Wil, 83% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 nature On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +3 Cun offense ------ Damage +3% blight +6% cold On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 8 defense ------ Armor +2 Fatigue +3% Resistance +27% cold Physical save +10 (+4 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 43% Wil, 83% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +3 Ignore Armor +9 Critical Rate +17.0% Attack Speed 83% On Hit: 10% Set Up level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Ignore resists +15% fire defense ------ Armor +3 Fatigue +1% Unlife -20.00 life Silence Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Cun +2 Con offense ------ Physical Power +3 (+1 eff.) Mindpower +5 (+1 eff.) Ignore resists +10% darkness defense ------ Armor +1 Fatigue +1% Resistance +6% light other ------- Max hate +2.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% Resistance +6% nature +7% blight A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) Damage +9% blight Ignore resists +10% temporal When Hit 2 blight On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str +5 Wil +0 Cun offense ------ Critical power +5.00% Physical Power +9 (+3 eff.) defense ------ Armor +4 Fatigue +4% Resistance +9% lightning +9% physical +3% cold Physical save +8 (+3 eff.) Unlife -80.00 life Life +60.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +9 Str +2 Dex +2 Mag +7 Wil offense ------ On-Hit (Melee): * 20% chance to reduce armor by 18% defense ------ Armor +4 Fatigue +4% Resistance +8% blight Mind save +7 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 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 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 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +41.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 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 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun defense ------ Mind save +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
amazing frost salve [power 37] amazing frost salve [power 37]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 84% cooldown modifier. Remove 3 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
great healing salve [power 464] great healing salve [power 464]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 84% cooldown modifier. Heal 464 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
great pain suppressor salve [power 404] great pain suppressor salve [power 404]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 84% cooldown modifier. Let you fight up to -404 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 37] amazing water salve [power 37]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 84% cooldown modifier. Remove 3 mental effects and grants a water aura (37% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn 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? |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +9% lightning Ignore resists +5% darkness When Hit 2 lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 27% defense ------ Resistance +6% light +6% lightning Life +21.00 other ------- Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Con offense ------ Ignore resists +10% light +15% lightning When Hit 2 lightning defense ------ Resistance +15% lightning Life +33.00 other ------- Max stamina +30.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Defense +15 (+4 eff.) Resistance +3% blight Physical save +3 (+1 eff.) Confus Resist +20% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Osida the Krog Mindslayer level 32
53rd Pyre 123rd year of Ascendancy at 13:35 see stats
By Osida the Krog Mindslayer level 17
32nd Haze 122nd year of Ascendancy at 04:11 see stats
By Osida the Krog Mindslayer level 24
32nd Regrowth 123rd year of Ascendancy at 00:43 see stats
By Osida the Krog Mindslayer level 22
6th Regrowth 123rd year of Ascendancy at 13:47 see stats
By Osida the Krog Mindslayer level 17
18th Haze 122nd year of Ascendancy at 19:40 see stats
By Osida the Krog Mindslayer level 21
74th Haze 122nd year of Ascendancy at 11:35 see stats
By Osida the Krog Mindslayer level 19
44th Haze 122nd year of Ascendancy at 09:53 see stats
By Osida the Krog Mindslayer level 28
18th Pyre 123rd year of Ascendancy at 08:26 see stats
By Osida the Krog Mindslayer level 10
2nd Mirth 122nd year of Ascendancy at 20:46 see stats
By Osida the Krog Mindslayer level 20
48th Haze 122nd year of Ascendancy at 00:28 see stats
By Osida the Krog Mindslayer level 30
45th Pyre 123rd year of Ascendancy at 00:53 see stats
By Osida the Krog Mindslayer level 20
65th Haze 122nd year of Ascendancy at 10:11 see stats
By Osida the Krog Mindslayer level 27
40th Regrowth 123rd year of Ascendancy at 08:22 see stats
By Osida the Krog Mindslayer level 7
78th Pyre 122nd year of Ascendancy at 08:16 see stats
By Osida the Krog Mindslayer level 27
57th Regrowth 123rd year of Ascendancy at 00:30 see stats
By Osida the Krog Mindslayer level 27
40th Regrowth 123rd year of Ascendancy at 08:22 see stats
By Osida the Krog Mindslayer level 17
6th Haze 122nd year of Ascendancy at 13:28 see stats
By Osida the Krog Mindslayer level 31
51st Pyre 123rd year of Ascendancy at 21:10 see stats
Log
Gwelgoroth casts Lightning.
Osida attunes to the damage.
Gwelgoroth hits Osida for (37 antimagic), (10 resonance), 10 lightning (10 total damage).
Osida resists!
Osida shrugs off the effect 'Shocked'!
Greater gwelgoroth's Shock hits Osida for (37 antimagic), (1 resonance), 1 lightning (1 total damage).
Osida's Beyond the Flesh performs a melee critical strike against Gwelgoroth!
Osida's Beyond the Flesh performs a melee critical strike against Gwelgoroth!
Melee retaliation hits Osida for (7 antimagic), 0 lightning, (7 antimagic), 0 lightning (0 total damage).
Osida receives 10 healing from Bloodcaller.
Osida's Beyond the Flesh hits Gwelgoroth for 294 physical damage.
Osida's Beyond the Flesh killed Gwelgoroth!
Greater gwelgoroth casts Lightning.
Greater gwelgoroth hits Osida for (37 antimagic), (16 resonance), 16 lightning (16 total damage).
Osida's Beyond the Flesh performs a melee critical strike against Greater gwelgoroth!
Osida's Beyond the Flesh performs a melee critical strike against Greater gwelgoroth!
Osida receives 12 healing from Bloodcaller.
Melee retaliation hits Osida for (10 antimagic), 0 lightning, (10 antimagic), 0 lightning (0 total damage).
Osida's Beyond the Flesh hits Greater gwelgoroth for 346 physical damage.
Osida's Beyond the Flesh killed Greater gwelgoroth!
The psychic field around Osida crumbles.
Osida is no longer attuned.