











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! Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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 Roguelike |
Sex | Female |
Race | Shalore |
Class | Archer |
Level / Exp | 50 / 156% |
Size | medium |
Lifes / Deaths | Killed by Eludhena the orc cryomancer at level 50 on the 50th Pyre 124th year of Ascendancy at 18:20 / 1 |
Primary Stats
Strength | 89 (base 66) |
Dexterity | 110 (base 66) |
Constitution | 50 (base 27) |
Magic | 13 (base 11) |
Willpower | 17 (base 9) |
Cunning | 105 (base 60) |
Resources
Life | -249/1042 |
Stamina | 160/264 |
Steam | 100/100 |
Healing Factor | 1.2786847857241 |
Regeneration | 4.1557255536034 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 2 |
Infravision | 18 |
See Stealth | 65.74674930024 |
See Invisible | 75.74674930024 |
Offense: Mainhand
Damage | 198 |
Accuracy | 69 |
Crit Chance | 108% |
APR | 33 |
Speed | 0.91 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 56% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Fire | +45% |
Darkness | +58% |
Cold | +36% |
Physical | +78% |
Mind | +25% |
All | +10% |
Offense: Damage Penetration
Darkness | +40% |
All | +25% |
Physical | +54% |
Fire | +50% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 29 (89.687909656376%) |
Defense | 88 |
Ranged Defense | 88 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 10 |
Mental Save | 38 |
Defense: Resistances
Acid | + 38%( 70%) |
Lightning | + 50%( 70%) |
Cold | + 49%( 70%) |
Physical | + 37%( 70%) |
Fire | + 43%( 70%) |
All | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
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 129% efficiency and cooldown mod of 64%. Its effects scale with your Willpower 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 124% efficiency and cooldown mod of 67%. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 5 times. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 34 up to 6 times. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Cunning / Poisons | 1.00 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 grave | 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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by snow giant thunderer. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Dreadfell. Escort: lost tinker (level 2 of Dreadfell)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 talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Elura the dragon turtle. Escort: lost warrior (level 3 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the repented thief from death by Wrathroot. Escort: repented thief (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by skeleton archer. Escort: repented thief (level 5 of Dreadfell) | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | failed |
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: 296. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed minotaur nose. Agrimley the hermit has completed an elixir of serendipity without your aid. 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. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex offense ------ Steampower +5 (+2 eff.) defense ------ Armor +12 Defense +10 (+2 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Ego++] Nature/Master Weapon Damage 69.5 - 97.3 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +15.0% Capacity 23 On Hit: * 20% chance to create vines that bind the target to the ground dealing 170 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +3.0% Critical power +10.00% Physical Power +7 (+2 eff.) Damage +25% darkness other ------- Light -1 Infravision +10 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +4 Dex offense ------ Physical Crit +3.0% Mind Crit +6% Critical power +20.00% Mindpower +6 (+2 eff.) Damage +12% physical +30% fire Ignore resists +25% fire defense ------ Defense +3 (+0 eff.) Resistance +9% fire other ------- Psi/turn +0.37 Infravision +8 Sight +2 See Stealth +20 See Invisibility +20 Blind-Fight: No penalty when attacking invisible/stealthed A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +6.0% Damage +12% darkness +30% physical defense ------ Unlife -80.00 life other ------- Stamina/turn +3.00 Sting an enemy dealing 240 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +17 Str +6 Dex +16 Con offense ------ Physical Power +25 (+7 eff.) Damage +9% cold Ignore resists +5% nature Accuracy +12 (+3 eff.) When Hit 2 cold On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +15% cold Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: Stats +7 Cun +6 Dex offense ------ Accuracy +12 (+3 eff.) defense ------ Stun Resist +60% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Ego++] Master While equipped: Stats +5 Cun +5 Dex offense ------ Physical Crit +16.0% Mind Crit +9% Critical power +13.00% Physical Power +5 (+2 eff.) defense ------ Fatigue -20% other ------- Encumbrance +50 A belt that goes around your waist. |
In main hand | ![]() 4.0 Encumbrance T5 longbow 2H weapon [Ego++] Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 Projectile Speed +200% On Hit: * splashes acid on your target dealing 61 damage and reducing their armor While equipped: Stats +5 Cun offense ------ Physical Crit +14.0% Combat Speed +10% Accuracy +23 (+6 eff.) Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +140% other ------- Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +8 (+3 eff.) Damage +9% acid +26% physical +11% darkness +17% cold +5% fire Ignore resists +15% darkness +9% physical defense ------ Armor +5 Hardiness +20% Fatigue +1% Resistance +14% acid +13% physical +12% fire +14% cold +13% all other ------- Max hate +8.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +2.0% Physical Power +3 (+1 eff.) Damage +15% mind Ignore resists +20% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Defense +2 (+0 eff.) Fatigue -4% Resistance +30% lightning Physical save +15 (+5 eff.) Stun Resist +50% other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Master While equipped: Stats +6 Dex +8 Cun +7 Con offense ------ Critical power +16.00% Move Speed +10% Accuracy +7 (+2 eff.) Ignore Armor +15 defense ------ Fatigue -5% Life Regen +3.00 other ------- Stamina/turn +1.10 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -695 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1556 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. 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: Cooldown: 15 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 38% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 45% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 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 34% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 23%, your defense is increased by 23 and all your resistances by 23%. 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 [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 449.82 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity 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: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 290.12 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 [Ego] Arcane When inscribed on your body: Cooldown: 12 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 57 up to 6 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] 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 T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun +3 Con offense ------ Damage +6% darkness Ignore resists +25% fire defense ------ Resistance +9% darkness +3% fire Crit Resistance 10.00% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Dex offense ------ Mind Crit +2% On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% darkness Spell save +18 (+14 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Cun +4 Con offense ------ Damage +12% acid other ------- Max hate +8.00 Masteries +0.19 Technique/Agility Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Psionic While equipped: Stats +2 Dex +2 Wil +2 Cun +6 Con offense ------ Mindpower +7 (+2 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Mind save +7 (+3 eff.) Confus Resist +11% other ------- Infravision +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +11% mind Confus Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: offense ------ Damage +18% nature Ignore resists +25% nature When Hit 10 fire On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Resistance +15% nature Physical save +20 (+6 eff.) Spell save +20 (+15 eff.) Mind save +22 (+8 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 1.0 Power cost 30 out of 80/80. Range melee/personal Cooldown: 49 Travel.spd instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Con offense ------ Physical Power +8 (+2 eff.) Combat Speed +10% Damage +8% physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +13 (+4 eff.) defense ------ Mind save +9 (+4 eff.) Confus Resist +13% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature While equipped: Stats +4 Dex +2 Con defense ------ Physical save +13 (+4 eff.) Life +50.00 Life Regen +5.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Disrupt/Master While equipped: defense ------ Resistance +15% nature +17% blight Poison Resist +29% Disease Resist +37% other ------- Masteries +0.40 Technique/Agility Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 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 +1 Dex +2 Mag +1 Cun offense ------ Damage +12% acid defense ------ Physical save +6 (+2 eff.) Spell save +7 (+7 eff.) Mind save +8 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+4 eff.) Silence Resist +20% other ------- Mana/turn +0.11 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Str offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 22% * 20% chance to reduce armor by 17% defense ------ Armor +8 Defense +30 (+6 eff.) Resistance +5% arcane Mind save +15 (+6 eff.) Disease Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +9 (+3 eff.) Accuracy +9 (+3 eff.) Ignore Armor +9 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 T2 ring jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Physical save +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+6 eff.) Life Regen +2.00 Stun Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+7 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Cun +10 Mag offense ------ Critical power +10.00% Spellpower +11 (+9 eff.) Mindpower +5 (+2 eff.) Damage +3% arcane defense ------ Resistance +20% acid +14% fire +19% cold +5% arcane +18% lightning Spell save +10 (+10 eff.) Stun Resist +30% other ------- Psi when Hit +0.20 Max hate +6.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Physical Power +9 (+3 eff.) Spellpower +8 (+7 eff.) Mindpower +17 (+6 eff.) Ignore resists +10% blight When Hit 6 nature defense ------ Resistance +18% acid +6% light +15% blight +15% fire +14% cold +12% lightning Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+3 eff.) Life Regen +4.00 Stun Resist +25% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +6 Dex offense ------ On-Hit 5 physical On-Ranged-Hit 9 physical Accuracy +7 (+2 eff.) On-Hit (Melee): * 12% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +3.00 Max hate +6.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 2.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +11 Cun +5 Dex offense ------ On-Hit 7 physical On-Ranged-Hit 5 physical Accuracy +8 (+2 eff.) On-Hit (Melee): * 12% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 4.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +9% acid +17% mind +12% nature On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Resistance +9% blight +6% fire +17% mind Physical save +12 (+4 eff.) Silence Resist +20% Pinning Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+10 eff.) Mind save +10 (+4 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Fatigue -6% Silence Resist +32% other ------- Encumbrance +27 Mana/turn +0.23 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +12 (+9 eff.) Mindpower +7 (+2 eff.) Damage +14% cold +6% all defense ------ Resistance +28% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun offense ------ Physical Power +15 (+4 eff.) Spellpower +13 (+10 eff.) Mindpower +8 (+3 eff.) On-Hit 21 physical On-Ranged-Hit 11 physical Damage +7% all On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +2.00 Max hate +11.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Cun offense ------ Physical Power +8 (+2 eff.) Spellpower +11 (+9 eff.) Mindpower +9 (+3 eff.) defense ------ Defense +12 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +17% mind Ignore resists +20% nature +10% acid defense ------ Resistance +17% mind Mind save +9 (+4 eff.) other ------- EQ when Hit +0.24 Hate-on-crit +4.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: defense ------ Life +24.00 Disarm Resist +36% Pinning Resist +26% Knockbk Resist +32% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +10 Cun +7 Con offense ------ Physical Power +10 (+3 eff.) On-Hit 35 physical On-Ranged-Hit 10 physical On-Hit (Melee): * 17% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +2.00 Max hate +15.00 Bleeding Edge: Puts all charms on 12 turn cooldown Effective talent level: 4.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Cun +5 Mag offense ------ Spellpower +8 (+7 eff.) defense ------ Silence Resist +44% other ------- Mana/turn +0.25 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +11 (+9 eff.) Accuracy +14 (+4 eff.) Ignore Armor +13 defense ------ Defense +17 (+3 eff.) Stun Resist +60% Disengage: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +10% nature +10% blight Poison Resist +24% Disease Resist +17% Stun Resist +60% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +7 Mag offense ------ On-Hit 39 light On-Ranged-Hit 26 light Damage +19% light defense ------ Stun Resist +60% Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +13 Mag +20 Wil +13 Cun offense ------ Spell Crit +5% Spellpower +15 (+11 eff.) Spellpower/crit +9 Damage +30% acid defense ------ Resistance +11% darkness +13% temporal Out-of-Phase Defense +16 Out-of-Phase Resistance +19% Out-of-Phase Resilience +16% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego] Master Weapon Damage 71.0 - 106.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: offense ------ Accuracy +17 (+5 eff.) defense ------ Defense +14 (+3 eff.) Disarm Resist +48% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Rare] Arcane Weapon Damage 70.5 - 105.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% Ignore Shields +30% On Critical: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 While equipped: Stats +9 Wil offense ------ Spellpower/crit +10 other ------- Vim-on-crit +2.02 Max mana +101.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +2 Wil offense ------ Mind Crit +1% Critical power +5.00% Mindpower +2 (+1 eff.) defense ------ Spell save +3 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego++] Disrupt/Master/Steamtech Weapon Damage 34.5 - 51.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +76 Damage Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Uses 1.0 Steam While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +17 (+5 eff.) defense ------ Armor +5 Defense +8 (+1 eff.) Fatigue +10% other ------- Talents +2 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! |
![]() 4.0 Encumbrance T4 longbow 2H weapon [Ego++] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On Hit: 10% Shoot level 1 While equipped: offense ------ Ignore resists +15% physical Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T4 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-crit, radius 2 +8 lightning +35 cold While equipped: offense ------ Move Speed +54% Ignore resists +26% lightning +8% cold +11% all Accuracy +14 (+4 eff.) Ignore Armor +14 Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Ego+] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T4 arrow ammo [Rare] Master Weapon Damage 56.5 - 79.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +16.5% Capacity 20 On-ranged-hit +20 acid +8 lightning On-Hit, radius 1 +20 lightning +20 acid On Hit: * 20% chance to reduce armor by 17% On Critical: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Arcane Weapon Damage 34.0 - 47.6 Bright light Uses 60% Dex, 20% Mag, 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +2.0% Capacity 25 Projectile Speed +300% On Hit: * 25% chance to blind Shoots beams through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 Encumbrance T4 arrow ammo [Ego++] Master Weapon Damage 67.0 - 93.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +25.5% Capacity 22 Projectile Speed +200% On Critical: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Psionic Weapon Damage 56.0 - 78.4 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 20 On-ranged-hit +44 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Master/Psionic Weapon Damage 55.0 - 77.0 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +30 Ignore Armor +18 Critical Rate +3.0% Capacity 24 On-ranged-hit +29 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Nature/Psionic Weapon Damage 54.0 - 75.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 21 Projectile Speed +200% On-ranged-hit +33 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 170 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 188 physical damage Arrows are used with bows to pierce your foes to death. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +7% nature Ignore Armor +6 defense ------ Resistance +6% cold +7% all Mind save +9 (+4 eff.) Life Regen +2.00 Poison Resist +24% Disease Resist +23% Stun Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 (+3 eff.) Spell save +10 (+10 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. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature/Psionic While equipped: defense ------ Resistance +20% blight +17% darkness +13% mind +15% all Physical save +12 (+4 eff.) Spell save +13 (+11 eff.) Mind save +34 (+12 eff.) Life +45.00 Life Regen +2.00 Healmod +22% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego+] Master While equipped: Stats +7 Str defense ------ Armor +16 Fatigue +22% Resistance +14% darkness +10% physical other ------- Light +1 Track: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +8 Cun +6 Lck offense ------ Against +18% Summoned defense ------ Resist Against +17% Summoned Stealth +6 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Cun +1 Con offense ------ Damage +3% cold Ignore resists +5% cold defense ------ Resistance +6% blight +6% cold other ------- Light +1 Infravision +3 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun offense ------ Steampower +5 (+2 eff.) defense ------ Physical save +10 (+3 eff.) Spell save +10 (+10 eff.) Generate a personal shield that absorbs up to 290 damage and damages attackers striking the wearer for 53 fire damage while it lasts (based on Cunning). Uses 15 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +4 Dex offense ------ Critical power +15.00% On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Defense +30 (+6 eff.) Fatigue -7% Resistance +9% cold Life Regen +4.00 Silence Resist +20% other ------- Encumbrance +38 A belt that goes around your waist. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 18 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 50 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +1 Wil +6 Con offense ------ Physical Crit +2.0% Physical Power +15 (+4 eff.) Mindpower +10 (+3 eff.) When Hit 10 lightning defense ------ Resistance +10% acid +4% physical +9% cold +10% fire +10% lightning Physical save +28 (+9 eff.) other ------- Psi when Hit +0.08 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Mag +4 Wil offense ------ Physical Power +8 (+2 eff.) Damage +25% physical Ignore resists +14% physical When Hit 6 light defense ------ Armor +2 Resistance +13% lightning +11% temporal +2% physical Spell save +14 (+12 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Psionic While equipped: Stats +2 Cun +5 Wil offense ------ Critical power +15.00% Mindpower +30 (+10 eff.) Damage +12% acid When Hit 4 mind defense ------ Resistance +9% acid Mind save +11 (+4 eff.) Life +60.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Wil +2 Cun offense ------ Accuracy +4 (+1 eff.) Ignore Armor +3 defense ------ Defense +1 (+0 eff.) Resistance +9% darkness +6% temporal other ------- 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 feet armor [Rare] Master While equipped: Stats +5 Str +7 Dex +5 Lck defense ------ Armor +1 Resistance +3% blight +3% fire Stealth +6 Healmod +10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +5 Cun offense ------ Spellpower +6 (+6 eff.) defense ------ Armor +3 Knockbk Resist +20% other ------- Max hate +4.00 Max psi +50.00 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Silence Resist +28% Confus Resist +27% Stun Resist +25% A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +2% Critical power +10.00% Spellpower +10 (+8 eff.) Ignore resists +5% arcane defense ------ Armor +3 Fatigue +2% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.12 Spell cooldown 10% 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] Nature While equipped: Stats +3 Cun offense ------ Mind Crit +3% Mindpower +10 (+3 eff.) On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Armor +3 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] Arcane While equipped: Stats +2 Mag +3 Wil +1 Cun offense ------ Spell Crit +3% Spellpower +5 (+5 eff.) defense ------ Armor +3 Fatigue +2% other ------- Hate-on-crit +2.00 Max mana +60.00 Blink to a nearby random location (rad 8) Puts all charms on 15 turn cooldown 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 T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+1 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (139 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (234 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 11 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+3 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+10 eff.) Mind save +10 (+4 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 20 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. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+1 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +1 Mag +4 Con offense ------ Ignore resists +10% darkness Accuracy +7 (+2 eff.) defense ------ Armor +2 Crit Resistance 10.00% Physical save +7 (+2 eff.) Mind save +7 (+3 eff.) Disarm Resist +27% other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: offense ------ When Hit 2 blight defense ------ Armor +2 Defense +15 (+3 eff.) Resistance +15% acid +6% fire +6% blight Life Regen +3.00 Healmod +15% other ------- Stamina/turn +0.80 Max stamina +19.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +6 Mag +1 Wil +5 Con offense ------ On-Hit 9 mind Damage +5% mind defense ------ Armor +2 Resistance +7% mind +6% acid other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Wil +4 Cun +8 Con defense ------ Armor +2 Fatigue +3% Resistance +6% acid +6% lightning Disarm Resist +32% other ------- Infravision +2 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +4 Dex +3 Cun offense ------ Physical Power +5 (+2 eff.) Ignore resists +15% fire defense ------ Armor +10 Fatigue +3% Resistance +1% physical Physical save +11 (+3 eff.) other ------- Max stamina +10.00 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 19 temporal On-Ranged-Hit 17 temporal Damage +10% temporal defense ------ Armor +3 Fatigue +5% Resistance +2% physical +6% fire +6% mind +15% temporal Crit Resistance 15.00% Physical save +6 (+2 eff.) Mind save +18 (+7 eff.) Poison Resist +20% Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Random Unique] Arcane While equipped: Stats +16 Mag +16 Wil offense ------ Critical power +5.00% Spellpower +16 (+11 eff.) Mindpower +20 (+7 eff.) On-Hit 10 acid 7 fire 8 cold 14 arcane 9 lightning Damage +19% arcane Ignore resists +25% mind defense ------ Armor +3 Fatigue +5% Resistance +8% arcane other ------- Hate-on-crit +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Physical Power +5 (+2 eff.) Spellpower +20 (+13 eff.) Spellpower/crit +2 Damage +11% blight defense ------ Defense +1 (+0 eff.) Resistance +11% blight other ------- Stamina/turn +1.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Defense +1 (+0 eff.) Resistance +15% lightning +5% cold +5% fire A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +8 Str defense ------ Armor +5 Fatigue +5% Resistance +22% cold other ------- Breathe water Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 3.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 685.2 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil offense ------ Critical power +5.00% Physical Power +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% Resistance +3% lightning Physical save +9 (+3 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 9 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 39.93 to 119.79 lightning damage (79.86 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Con offense ------ Physical Crit +4.0% Physical Power +5 (+2 eff.) Damage +18% physical Accuracy +20 (+5 eff.) On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Armor +5 Fatigue +3% A cap made of leather. |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+2 eff.) Accuracy +20 (+5 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +1 Str +8 Wil +2 Cun offense ------ Damage +9% acid Ignore resists +10% acid defense ------ Armor +5 Fatigue +5% Resistance +11% blight +8% fire +9% cold Physical save +23 (+7 eff.) Mind save +10 (+4 eff.) other ------- Light +3 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +6 Str +5 Dex +7 Con offense ------ Ignore resists +25% mind Accuracy +20 (+5 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Armor +5 Defense +25 (+5 eff.) Fatigue +5% Physical save +8 (+2 eff.) Mind save +10 (+4 eff.) Battle Cry: Puts all charms on 17 turn cooldown Effective talent level: 2.0 Power cost 17 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Dex +4 Wil +4 Cun offense ------ Mindpower +5 (+2 eff.) Damage +9% mind Ignore resists +25% lightning When Hit 6 lightning defense ------ Armor +5 Fatigue +5% Resistance +12% lightning other ------- Stamina when Hit +1.50 EQ when Hit +2.20 A hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun offense ------ Physical Crit +5.0% defense ------ Armor +4 Fatigue +5% Resistance +6% fire Life +20.00 other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Armor +6 Defense +3 (+0 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 1.0 Power cost 36 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. |
![]() 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% light +15% mind +10% arcane Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 12 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str +7 Dex +3 Cun +3 Con offense ------ Critical power +10.00% Damage +12% light Ignore resists +15% physical Accuracy +10 (+3 eff.) defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +4 Str +4 Con offense ------ Physical Power +6 (+2 eff.) When Hit 4 acid defense ------ Armor +18 Defense +8 (+1 eff.) Fatigue +5% Resistance +9% acid +9% blight +6% all Physical save +8 (+2 eff.) Confus Resist +10% Stun Resist +20% other ------- Infravision +3 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 (+0 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+4 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 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+8 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+2 eff.) Spell save +8 (+8 eff.) Mind save +8 (+3 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 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 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: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+10 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+10 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 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 level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 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 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 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+9 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 48 out of 150/150. Range melee/personal Cooldown: 10 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 3, doing 10.55 cold damage and 13.81 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 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 body When attached: defense ------ Armor +8 Crit Resistance 28.00% 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! |
powerful fiery salve [power 21] powerful fiery salve [power 21]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 64% cooldown modifier. Remove 2 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 28] amazing fiery salve [power 28]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 64% cooldown modifier. Remove 3 magical effects and grants a fiery aura (28% fire, light and lightning affinity) Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 21] powerful frost salve [power 21]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 64% cooldown modifier. Remove 2 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 28] amazing frost salve [power 28]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 64% cooldown modifier. Remove 3 physical effects and grants a frost aura (28% cold, darkness and nature affinity) Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 293] powerful healing salve [power 293]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 64% cooldown modifier. Heal 293 Puts Talent Medical Injector on 9 turn cooldown Medical salve. |
amazing healing salve [power 406] amazing healing salve [power 406]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 64% cooldown modifier. Heal 406 Puts Talent Medical Injector on 9 turn cooldown Medical salve. |
powerful pain suppressor salve [power 254] powerful pain suppressor salve [power 254]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 64% cooldown modifier. Let you fight up to -254 life and reduces all damage by 19% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 6 turn cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 355] amazing pain suppressor salve [power 355]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 64% cooldown modifier. Let you fight up to -355 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 6 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 21] powerful water salve [power 21]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 64% cooldown modifier. Remove 2 mental effects and grants a water aura (21% blight, mind and acid affinity). Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 28] amazing water salve [power 28]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 64% cooldown modifier. Remove 3 mental effects and grants a water aura (28% blight, mind and acid affinity). Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 28] amazing water salve [power 28]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 129% efficiency and 64% cooldown modifier. Remove 3 mental effects and grants a water aura (28% blight, mind and acid affinity). Puts Talent Medical Injector on 15 turn cooldown Activation is instant. Medical salve. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 60 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T3 digger tool [Rare] Arcane While equipped: Stats +10 Str +9 Wil offense ------ Physical Crit +6.0% Spell Crit +6% Mind Crit +11% Critical power +20.00% Damage +6% blight Ignore resists +5% arcane On-Hit (Melee): * 20% chance to reduce armor by 17% other ------- Vim-on-crit +2.00 Max mana +60.00 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 +8 Str +2 Wil offense ------ Damage +6% lightning +9% physical Accuracy +30 (+8 eff.) When Hit 10 physical defense ------ Fatigue -6% Physical save +12 (+4 eff.) other ------- Max stamina +30.00 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 +1 Cun +7 Str offense ------ Damage +15% physical Ignore resists +15% cold Ignore Armor +5 defense ------ Crit Resistance 15.00% Life +33.00 other ------- Max stamina +60.00 Light +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun defense ------ Defense +12 (+2 eff.) Physical save +15 (+5 eff.) Spell save +15 (+12 eff.) Mind save +15 (+6 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 3 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
![]() 2.0 Encumbrance T5 injector tool [Unique] Arcane/Nature/Master/Psionic/Unknown/Steamtech While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Gain a random beneficial effect. Uses 18 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 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 12 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 10 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: 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: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 277.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +3 Str +2 Cun +4 Con defense ------ Resistance +12% light other ------- Light +3 Harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40% Puts all charms on 12 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to heal for 62. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Aeimwen the Shalore Archer level 34
22nd Dusk 123rd year of Ascendancy at 19:53 see stats
By Aeimwen the Shalore Archer level 38
63rd Dusk 123rd year of Ascendancy at 14:11 see stats
By Aeimwen the Shalore Archer level 45
24th Regrowth 124th year of Ascendancy at 01:43 see stats
By Aeimwen the Shalore Archer level 36
57th Dusk 123rd year of Ascendancy at 05:50 see stats
By Aeimwen the Shalore Archer level 24
21st Regrowth 123rd year of Ascendancy at 18:23 see stats
By Aeimwen the Shalore Archer level 29
10th Pyre 123rd year of Ascendancy at 10:03 see stats
By Aeimwen the Shalore Archer level 45
74th Regrowth 124th year of Ascendancy at 12:54 see stats
By Aeimwen the Shalore Archer level 13
28th Dusk 122nd year of Ascendancy at 23:28 see stats
By Aeimwen the Shalore Archer level 38
16th Haze 123rd year of Ascendancy at 06:34 see stats
By Aeimwen the Shalore Archer level 35
51st Dusk 123rd year of Ascendancy at 17:51 see stats
By Aeimwen the Shalore Archer level 44
22nd Regrowth 124th year of Ascendancy at 00:00 see stats
By Aeimwen the Shalore Archer level 29
57th Pyre 123rd year of Ascendancy at 07:12 see stats
By Aeimwen the Shalore Archer level 46
4th Pyre 124th year of Ascendancy at 19:01 see stats
By Aeimwen the Shalore Archer level 19
40th Haze 122nd year of Ascendancy at 02:20 see stats
By Aeimwen the Shalore Archer level 26
28th Regrowth 123rd year of Ascendancy at 08:31 see stats
By Aeimwen the Shalore Archer level 39
16th Haze 123rd year of Ascendancy at 16:04 see stats
By Aeimwen the Shalore Archer level 24
13rd Regrowth 123rd year of Ascendancy at 14:51 see stats
By Aeimwen the Shalore Archer level 10
3rd Flare 122nd year of Ascendancy at 12:17 see stats
By Aeimwen the Shalore Archer level 20
42nd Haze 122nd year of Ascendancy at 16:27 see stats
By Aeimwen the Shalore Archer level 30
57th Pyre 123rd year of Ascendancy at 11:48 see stats
By Aeimwen the Shalore Archer level 40
29th Haze 123rd year of Ascendancy at 15:15 see stats
By Aeimwen the Shalore Archer level 50
27th Pyre 124th year of Ascendancy at 15:23 see stats
By Aeimwen the Shalore Archer level 20
64th Haze 122nd year of Ascendancy at 03:34 see stats
By Aeimwen the Shalore Archer level 50
28th Pyre 124th year of Ascendancy at 18:34 see stats
By Aeimwen the Shalore Archer level 38
62nd Dusk 123rd year of Ascendancy at 22:38 see stats
By Aeimwen the Shalore Archer level 22
2nd Allure 123rd year of Ascendancy at 09:19 see stats
By Aeimwen the Shalore Archer level 35
51st Dusk 123rd year of Ascendancy at 22:47 see stats
By Aeimwen the Shalore Archer level 30
73rd Pyre 123rd year of Ascendancy at 22:21 see stats
By Aeimwen the Shalore Archer level 6
5th Mirth 122nd year of Ascendancy at 16:16 see stats
By Aeimwen the Shalore Archer level 23
6th Regrowth 123rd year of Ascendancy at 08:55 see stats
By Aeimwen the Shalore Archer level 6
7th Mirth 122nd year of Ascendancy at 20:27 see stats
By Aeimwen the Shalore Archer level 40
49th Haze 123rd year of Ascendancy at 22:25 see stats
By Aeimwen the Shalore Archer level 23
5th Regrowth 123rd year of Ascendancy at 06:17 see stats
By Aeimwen the Shalore Archer level 27
36th Regrowth 123rd year of Ascendancy at 13:20 see stats
By Aeimwen the Shalore Archer level 17
28th Haze 122nd year of Ascendancy at 08:04 see stats
By Aeimwen the Shalore Archer level 33
18th Dusk 123rd year of Ascendancy at 17:39 see stats
By Aeimwen the Shalore Archer level 44
19th Regrowth 124th year of Ascendancy at 16:25 see stats
Log
Emulekira the orc pyromancer casts a protective shield just in time!
Emulekira the orc pyromancer is cut deeply.
Aeimwen's Shoot hits Emulekira the orc pyromancer for (1208 absorbed), 333 physical, 61 acid (394 total damage).
Eludhena the orc cryomancer calms down.
Fire imp spits flames!
Fire imp hits Aeimwen for 37 fire damage.
Bleeding from Aeimwen hits Emulekira the orc pyromancer for 71 physical damage.
Deep Wound from Aeimwen hits Emulekira the orc pyromancer for 252 physical damage.
Aeimwen no longer feels strong.
Burning from Emulekira the orc pyromancer hits Aeimwen for 139 fire damage.
Emulekira the orc pyromancer uses Pride of the Orcs.
Emulekira the orc pyromancer's deep wound closes.
Emulekira the orc pyromancer has shook off the effects of their corrosion.
Emulekira the orc pyromancer stops bleeding.
A shield forms around Emulekira the orc pyromancer.
Emulekira the orc pyromancer receives 389 healing from Pride of the Orcs.
Emulekira the orc pyromancer casts Inferno.
Fire imp spits flames!
Fire imp hits Aeimwen for 37 fire damage.
Aeimwen activates Concealment.
Emulekira the orc pyromancer's cleansing fire area effect hits Aeimwen for 75 fire damage.
Burning from Emulekira the orc pyromancer hits Aeimwen for 0 fire damage.
Eludhena the orc cryomancer casts Manathrust.
Eludhena the orc cryomancer's spell attains critical power!
Aeimwen reacts to damage from Eludhena the orc cryomancer, mitigating the blow!.
Eludhena the orc cryomancer roars triumphantly.
Eludhena the orc cryomancer hits Aeimwen for (126 reacted , -5 stam), 204 arcane (204 total damage).
Aeimwen the level 50 shalore archer was mana-torn to death by Eludhena the orc cryomancer on level 2 of Vor Pride.