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Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/Buyers bonus! The Black Bikini 1.7.0Adds new artifact The Black Bikini (automatically changed to The Black Mankini for male characters) with stats identical to Black Robe and appearing at roughly the same depths. In addition, if the Ashes of Urh'Rok DLC is active, both Black Robe and The Black Bikini will be modified to be Obsidian Treasures (like the Black Ring and the Black Core), granting additional defense proportional to the player's total Shadow Power. Frequently Asked Questions: Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) 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. Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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:
Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 | Madness Roguelike |
Sex | Female |
Race | Higher |
Class | Gunslinger |
Level / Exp | 50 / 10570% |
Size | huge |
Lifes / Deaths | Killed by Sinny's Shadow at level 50 on the 61st Haze 122nd year of Ascendancy at 12:06 / 2Killed by Sinny's Shadow at level 50 on the 61st Haze 122nd year of Ascendancy at 12:08 |
Primary Stats
Strength | 606 (base 76) |
Dexterity | 188 (base 76) |
Constitution | 535 (base 76) |
Magic | 166 (base 76) |
Willpower | 125 (base 76) |
Cunning | 763 (base 76) |
Resources
Life | -25491/27800 |
Positive | 197/197 |
Stamina | 574/574 |
Steam | 566/599 |
Healing Factor | 2.5 |
Regeneration | 15280.861053133 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.9999999999977% |
Spell | 0% |
Global | +400% |
Vision
Sight | 24 |
Lite | 7 |
Infravision | 50 |
See Stealth | 376.29960974341 |
See Invisible | 406.29960974341 |
ESP Range | 15 |
ESP Kinds | undead/ghost |
Offense: Mainhand
Damage | 319 |
Accuracy | 136 |
Crit Chance | 269% |
APR | 155 |
Speed | 1.00 |
Offense: Offhand
Damage | 319 |
Accuracy | 136 |
Crit Chance | 269% |
APR | 155 |
Speed | 1.00 |
Offense: Spell
Spellpower | 83 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 171 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Blight | +9% |
Arcane | +9% |
Mind | +21% |
All | 0% |
Lightning | +12% |
Light | +28% |
Temporal | +12% |
Physical | +22% |
Darkness | +15% |
Nature | +12% |
Offense: Damage Penetration
Acid | +35% |
Lightning | +45% |
Nature | +60% |
Cold | +45% |
Physical | +44% |
Fire | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 3072 (100%) |
Defense | 280 |
Ranged Defense | 280 |
Fatigue | 0 |
Physical Save | 475 |
Spell Save | 473 |
Mental Save | 448 |
Defense: Resistances
Physical | + 70%( 70%) |
Cold | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Fire | + 70%( 70%) |
All | +324%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 60.6 steam per turn. Can be activated for an instant burst of 303 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 263% efficiency and cooldown mod of 97%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 516% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 39.1 steam per turn. Can be activated for an instant burst of 196 steam. Its effects scale with your Constitution stat. |
Class Talents
Steamtech / Gunslinging | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Elusiveness | 30.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Automation | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Bullets mastery | 30.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 51.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 20.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 10.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 50.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Higher | 51.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 25.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 25.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 428. Intimidated |
beneficial effect | Detects creatures of type undead/ghost in radius 15. Overseer of Nations |
detrimental effect | Vulnerable to more cross tier effects. Incoming Disasters |
beneficial effect | Increases defense by 78. Mobile Defense |
detrimental effect | Soul absorbed upon death. Soul Leech |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Ruins of Kor'Pul. Escort: worried loremaster (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed vial of squid ink. * You've found the needed xorn fragment. | 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 too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Str +11, Dex +6, Mag +16 Wil +26, Con +16 offense ------ Mindpower +9 (+1 eff.) Damage +9% arcane Ignore resists +9% physical When Hit 4 temporal defense ------ Armor +13 Fatigue -6% Resistance +9% blight Crit Resistance 20.00% Physical save +39 (+2 eff.) other ------- Encumbrance +45 Light +1 Infravision +3 Blink to a nearby random location (rad 13) Puts all charms on 2 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Ego+] Arcane/Master Weapon Damage 59.5 - 71.4 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +13.0% Capacity 21 Auto Reload 2 Projectile Speed +200% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(167 power, based on Willpower). Uses 1 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +11, Dex +18, Cun +13 Con +18 offense ------ Ignore resists +10% nature On-Hit (Melee): * 20% chance to slow global speed by 102% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +8 Fatigue +3% Silence Resist +50% A hat made of leather. Very stylish. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats Dex +10, Wil +19, Cun +5 offense ------ Damage +12% mind Ignore resists +20% lightning Accuracy +17 (+2 eff.) defense ------ Armor +5 Mind save +15 (+1 eff.) Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +9 Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats Str +13, Con +13 offense ------ Ignore resists +10% physical defense ------ Physical save +26 (+1 eff.) Spell save +26 (+1 eff.) Mind save +26 (+1 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 2 out of 30/30. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 102.97 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats Str +11, Dex +18, Cun +36 offense ------ Ignore resists +20% cold When Hit 10 blight defense ------ Fatigue -9% Crit Resistance 17.56% other ------- Encumbrance +36 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Dex +6, Mag +21, Wil +3 Cun +26 offense ------ On-Hit 31 light On-Ranged-Hit 36 light Damage +18% light, +12% nature Ignore resists +25% nature defense ------ Defense +52 (+4 eff.) Silence Resist +50% other ------- Mana/turn +0.38 Infravision +2 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats Str +6, Dex +26, Cun +85 Con +26 offense ------ Mindpower +10 (+1 eff.) Move Speed +10% Damage +9% mind, +9% blight defense ------ Fatigue -8% Life Regen +5.00 other ------- Stamina/turn +1.50 Psi when Hit +0.08 See Invisibility +9 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +20 acid On-Hit, radius 1 +4 acid Uses 2.0 Steam While equipped: offense ------ Physical Crit +8.0% Steampower +13 (+1 eff.) Damage +20% acid, +16% physical +12% temporal Ignore resists +10% fire Accuracy +13 (+2 eff.) When Hit 4 fire On-Hit (Ranged): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% temporal, +12% fire other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats Str +23, Mag +21 offense ------ Damage +15% darkness Ignore resists +10% acid When Hit 12 acid defense ------ Resistance +25% blight, +15% fire +14% cold other ------- See Invisibility +21 A belt that goes around your waist. |
In off hand | ![]() 4.0 Encumbrance T5 steamgun 1H weapon [Rare] Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +800% On-ranged-hit +20 item darkness numbing On Hit: * 20% chance to reduce damage dealt by 55% Uses 2.0 Steam While equipped: Stats Str +18 offense ------ Physical Crit +5.0% Accuracy +11 (+2 eff.) Ignore Armor +3 defense ------ Armor +21 other ------- Reload +2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats Dex +16, Cun +16, Con +11 offense ------ Physical Crit +5.0% Physical Power +10 (+1 eff.) Damage +12% lightning, +6% physical Accuracy +45 (+6 eff.) Ignore Armor +13 defense ------ Defense +39 (+3 eff.) Fatigue -10% Resistance +2% physical Physical save +39 (+2 eff.) Life +102.00 other ------- Max stamina +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1031 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 53% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 5 blight, 4 fire, 3 mind, 3 arcane 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 T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 930 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance 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 [Unique] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +10, Con +6 defense ------ Physical save +18 (+1 eff.) Mind save +18 (+1 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.5 Power cost 1 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 850.89 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats Str +8, Dex +8, Mag +4, Wil +8 offense ------ Mind Crit +3% Mindpower +30 (+3 eff.) Damage +18% lightning, +18% mind defense ------ Crit Resistance 15.15% other ------- EQ when Hit +0.24 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Nature While equipped: Stats Lck +9 offense ------ Accuracy +5 (+1 eff.) defense ------ Defense +6 (+1 eff.) Resist unseen 12% Blind Resist +10% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats Dex +7, Con +4 offense ------ Damage +21% lightning, +27% light defense ------ Resistance +12% lightning, +9% light Crit Resistance 15.44% Spell save +16 (+1 eff.) other ------- Max stamina +28.00 Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning, +25% fire +25% arcane, +25% cold Ignore resists +25% lightning, +25% fire +25% arcane, +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+0 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Nature/Master While equipped: Stats Con +10 offense ------ Move Speed +20% Accuracy +15 (+2 eff.) defense ------ Defense +15 (+1 eff.) Physical save +20 (+1 eff.) Blinding Speed: Puts all charms on 3 turn cooldown Effective talent level: 4.5 Power cost 3 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane Weapon Damage 28.5 - 37.1 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: 20% Curse of Impotence level 4 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 130 damage Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 27.0 - 35.1 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats Dex +5 offense ------ Combat Speed +10% Accuracy +21 (+3 eff.) Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Steamtech Weapon Damage 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On Hit: * inflict fire damage based on steampower While equipped: defense ------ Cut Resist +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
![]() 3.0 Encumbrance T1 longsword 1H weapon [Ego++] Nature Weapon Damage 10.0 - 14.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-crit, radius 2 +12 acid, +12 nature While equipped: Stats Wil +7, Con +7 offense ------ Ignore resists +9% acid, +9% nature Ignore Armor +7 defense ------ Life +28.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Nature Weapon Damage 44.0 - 61.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +29 acid, +24 nature While equipped: offense ------ Ignore resists +25% acid, +25% nature Ignore Armor +13 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Master Weapon Damage 57.0 - 79.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Str +14, Dex +2, Mag +2 Wil +6 offense ------ Damage +15% physical Ignore resists +15% all Accuracy +50 (+7 eff.) Ignore Armor +13 defense ------ Defense +15 (+1 eff.) Resistance +9% fire Healmod +10% Cut Resist +10% Sharp, long, and deadly. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +17 acid On-Hit, radius 1 +8 blight While equipped: offense ------ Damage +17% acid Ignore resists +25% blight, +23% physical +12% all Accuracy +20 (+3 eff.) Ignore Armor +10 When Hit 6 blight On-Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 35 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 sling 1H weapon [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +16 fire On-Hit, radius 1 +27 light On-crit, radius 2 +16 acid While equipped: Stats Cun +7 offense ------ Damage +15% acid, +12% fire +21% mind Ignore resists +34% mind When Hit 14 light other ------- Hate-on-crit +6.76 Light +4 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T2 sling 1H weapon [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-crit, radius 2 +20 light While equipped: Stats Wil +2 offense ------ Physical Crit +4.0% Mindpower +20 (+2 eff.) Damage +6% mind Ignore resists +25% darkness, +10% mind Accuracy +9 (+1 eff.) When Hit 10 light defense ------ Resistance +6% light other ------- Hate-on-crit +5.00 Max psi +20.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-Hit, radius 1 +8 arcane On-crit, radius 2 +85 fire While equipped: Stats Mag +3 offense ------ Physical Crit +7.0% Spellpower/crit +6 Global Speed +10% Damage +15% arcane, +15% blight Ignore resists +25% fire, +25% physical Ignore Shields +20% Accuracy +15 (+2 eff.) defense ------ Resistance +9% nature Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 sling 1H weapon [Ego+] Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats Str +8, Dex +8, Mag +7 Wil +11, Cun +7, Con +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Ego+] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: offense ------ Damage +17% physical other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Ego++] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: offense ------ Physical Crit +15.0% Damage +22% physical Accuracy +15 (+2 eff.) other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 Projectile Speed +202% On-ranged-hit +10 fire While equipped: offense ------ Critical power +20.20% Mindpower +30 (+3 eff.) Damage +17% fire, +12% cold Ignore resists +25% cold defense ------ Unlife -80.00 life other ------- Reload +4 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 sling 1H weapon [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +17 fire On-crit, radius 2 +25 mind, +16 temporal While equipped: Stats Dex +4, Mag +8 offense ------ Mind Crit +3% Mindpower +15 (+2 eff.) Damage +20% fire Ignore resists +31% temporal defense ------ Crit Resistance 18.61% other ------- Infravision +3 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Ego++] Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-crit, radius 2 +19 lightning, +23 cold While equipped: Stats Wil +8, Con +8 offense ------ Move Speed +32% Ignore resists +11% lightning, +10% cold defense ------ Life +60.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 35.0 - 42.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Spellpower +17 (+3 eff.) Damage +35% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Disrupt/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats Cun +3, Wil +3 offense ------ Mindpower +8 (+1 eff.) Ignore resists +5% all Accuracy +10 (+1 eff.) Ignore Armor +7 On-Hit (Ranged): * 8 arcane resource burn other ------- Masteries +0.10 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-crit, radius 2 +26 acid, +37 nature Uses 2.0 Steam While equipped: Stats Cun +5, Mag +2 offense ------ Physical Crit +15.0% Steampower +14 (+1 eff.) Ignore resists +21% acid, +21% nature Accuracy +12 (+2 eff.) Ignore Armor +10 defense ------ Resistance +15% lightning, +6% light Spell save +9 (+0 eff.) other ------- Light +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Weapon Damage 39.5 - 59.2 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +102 On-Hit, radius 1 +8 mind On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats Mag +11, Wil +3, Cun +12 Con +3 offense ------ Damage +3% blight, +20% light +20% darkness Ignore resists +15% blight defense ------ Armor +6 Defense +10 (+1 eff.) Fatigue +12% Resistance +3% blight, +30% fire +20% light, +20% darkness other ------- See Invisibility +9 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Arcane/Steamtech Weapon Damage 40.5 - 60.8 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +100 On-hit +20 light Damage Against +24% Undead On Hit: * Create an explosion dealing 130 cold damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Damage +30% cold Ignore resists +24% cold defense ------ Armor +6 Defense +10 (+1 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Weapon Damage 26.5 - 39.8 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +46 Uses 1.0 Steam While equipped: Stats Str +5, Dex +6, Mag +6, Wil +5 Cun +6, Con +7 defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +8% 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! |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats Dex +3 offense ------ Steam Crit +10% Steampower +10 (+1 eff.) defense ------ Defense +8 (+1 eff.) other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
![]() 2.0 Encumbrance T4 cloth armor [Ego] Nature/Psionic While equipped: Stats Wil +8, Mag +8 offense ------ Damage +26% lightning defense ------ Resistance +39% lightning, +13% all other ------- Mana/turn +0.29 Psi/turn +0.34 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane/Nature While equipped: offense ------ Damage +10% arcane, +10% fire defense ------ Resistance +15% fire, +7% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Spellpower +12 (+2 eff.) Damage +14% arcane, +8% all defense ------ Resistance +7% all other ------- Max mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Steamtech While equipped: Stats Cun +8, Dex +8 offense ------ Steampower +5 (+1 eff.) defense ------ Armor +12 Defense +10 (+1 eff.) Fatigue +3% Pinning Resist +100% Knockbk Resist -100% You move 3 spaces at once. Accurately? Less so. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +8, Dex +10 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! |
![]() 2.0 Encumbrance T5 feet armor [Ego] Master While equipped: defense ------ Armor +14 other ------- Stamina/turn +1.30 Max stamina +36.00 Infravision +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats Cun +20 offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+3 eff.) Ignore Armor +15 defense ------ Defense +10 (+1 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! |
![]() 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats Str +5, Wil +5, Con +5, Lck -4 offense ------ Damage +10% fire, +10% physical defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 4.5 Power cost 3 out of 45/45. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 874.02 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats Cun +12, Dex +18 offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+5 eff.) Ignore Armor +15 defense ------ Defense +15 (+1 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Cun +10, Wil +15 offense ------ Critical power +25.00% Mindpower +35 (+4 eff.) Damage +15% acid Ignore resists +20% acid On-Hit (Melee): * 30% chance to reduce armor by 45% defense ------ Defense +1 (+0 eff.) Resistance +18% nature, +15% light +27% darkness Physical save +7 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats Str +5, Con +5 defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats Str +5, Wil +4, Con +5 offense ------ On-Hit 0 % chance to summon an orc spirit Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+1 eff.) Spell save +12 (+0 eff.) Mind save +12 (+1 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats Str +5, Dex +3, Con +4 defense ------ Armor +18 Defense +10 (+1 eff.) Fatigue +16% Resistance +20% acid, +20% blight +20% fire, +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 4.5 Power cost 4 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 110.94 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 9.0 Encumbrance T1 light armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +5.0% Ignore Armor +8 defense ------ Armor +2 Defense +10 (+1 eff.) Fatigue +6% Life Regen +2.90 other ------- Stamina/turn +1.60 Second Wind: (Instant) Puts all charms on 3 turn cooldown Effective talent level: 5.5 Power cost 3 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 901 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor [Rare] Nature While equipped: offense ------ Damage +27% fire, +33% mind +21% cold Ignore resists +38% mind On-Hit (Melee): * 30% chance to reduce all saves and defense by 69 defense ------ Armor +9 Fatigue +22% Resistance +21% acid, +30% cold +15% mind Life +32.00 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T4 massive armor [Ego+] Arcane/Master While equipped: Stats Con +9 defense ------ Armor +13 Fatigue +35% Resistance +27% lightning, +13% fire -18% light, +13% darkness Physical save +9 (+0 eff.) Spell save +9 (+0 eff.) Mind save +9 (+1 eff.) A suit of armour made of metal plates. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats Cun +8, Dex +8 Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats Cun +8, Dex +8 Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance 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 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+0 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+0 eff.) Latent Damage Type: Lightning 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 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+0 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +5, Wil +12, Con +3 offense ------ Mind Crit +12% Critical power +30.27% Mindpower +30 (+3 eff.) Damage +12% nature, +12% mind Ignore resists +20% mind When Hit 10 mind other ------- EQ when Hit +0.24 Max hate +10.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 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 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+1 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 2 out of 25/25. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 206.74 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 206.74 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +20% arcane, +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats Con +5 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 T3 multi-hued gem [Unique] Arcane While equipped: Stats Con +5, Mag +5 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 Con +5, Mag +5 Damage +10% lightning, +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Cun +6 Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Mag +6 Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Str +6 Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 1 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats Dex +6 Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 red gem [Unique] Nature While equipped: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4, Wil +4 Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 13 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. |
simple frost salve [power 86] simple frost salve [power 86]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 516% efficiency and 58% cooldown modifier. Remove 1 physical effects and grants a frost aura (86% cold, darkness and nature affinity) Puts Talent Medical Injector on 2 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 1054] simple healing salve [power 1054]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 516% efficiency and 58% cooldown modifier. Heal 1054 Puts Talent Medical Injector on 1 turn cooldown Medical salve. |
![]() 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 T5 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +20% mind, +10% cold defense ------ Resistance +3% acid, +6% temporal +9% darkness, +8% arcane +15% mind, +6% nature Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 537 physical damage Puts all charms on 1 turn cooldown 100% to reduce fatigue by 53% for 2 turns. 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 2 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 white gem [Normal] While equipped: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Item imbue powers: Stats Str +5, Dex +5, Mag +5, Wil +5 Cun +5, Con +5 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+1 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 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 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. |
Achievements
By Sinny the Higher Gunslinger level 50
28th Haze 122nd year of Ascendancy at 19:39 see stats
By Sinny the Higher Gunslinger level 31
4th Mirth 122nd year of Ascendancy at 06:43 see stats
By Sinny the Higher Gunslinger level 50
27th Haze 122nd year of Ascendancy at 06:46 see stats
By Sinny the Higher Gunslinger level 50
34th Haze 122nd year of Ascendancy at 08:32 see stats
By Sinny the Higher Gunslinger level 50
1st Haze 122nd year of Ascendancy at 07:23 see stats
By Sinny the Higher Gunslinger level 50
32nd Haze 122nd year of Ascendancy at 01:31 see stats
By Sinny the Higher Gunslinger level 50
30th Dusk 122nd year of Ascendancy at 14:15 see stats
By Sinny the Higher Gunslinger level 50
12nd Dusk 122nd year of Ascendancy at 15:05 see stats
By Sinny the Higher Gunslinger level 40
10th Mirth 122nd year of Ascendancy at 18:56 see stats
By Sinny the Higher Gunslinger level 33
9th Mirth 122nd year of Ascendancy at 14:54 see stats
By Sinny the Higher Gunslinger level 50
31st Haze 122nd year of Ascendancy at 16:31 see stats
By Sinny the Higher Gunslinger level 31
4th Mirth 122nd year of Ascendancy at 06:29 see stats
By Sinny the Higher Gunslinger level 10
76th Pyre 122nd year of Ascendancy at 16:50 see stats
By Sinny the Higher Gunslinger level 20
2nd Mirth 122nd year of Ascendancy at 02:08 see stats
By Sinny the Higher Gunslinger level 30
4th Mirth 122nd year of Ascendancy at 02:45 see stats
By Sinny the Higher Gunslinger level 40
10th Mirth 122nd year of Ascendancy at 16:31 see stats
By Sinny the Higher Gunslinger level 50
12nd Dusk 122nd year of Ascendancy at 14:51 see stats
By Sinny the Higher Gunslinger level 50
61st Haze 122nd year of Ascendancy at 07:12 see stats
By Sinny the Higher Gunslinger level 40
1st Summertide 122nd year of Ascendancy at 23:56 see stats
By Sinny the Higher Gunslinger level 50
31st Dusk 122nd year of Ascendancy at 16:53 see stats
By Sinny the Higher Gunslinger level 40
1st Summertide 122nd year of Ascendancy at 23:02 see stats
By Sinny the Higher Gunslinger level 21
2nd Mirth 122nd year of Ascendancy at 14:13 see stats
By Sinny the Higher Gunslinger level 50
32nd Haze 122nd year of Ascendancy at 02:51 see stats
By Sinny the Higher Gunslinger level 31
4th Mirth 122nd year of Ascendancy at 06:43 see stats
By Sinny the Higher Gunslinger level 10
76th Pyre 122nd year of Ascendancy at 16:55 see stats
By Sinny the Higher Gunslinger level 31
4th Mirth 122nd year of Ascendancy at 06:43 see stats
By Sinny the Higher Gunslinger level 21
2nd Mirth 122nd year of Ascendancy at 14:15 see stats
By Sinny the Higher Gunslinger level 40
1st Summertide 122nd year of Ascendancy at 23:02 see stats
By Sinny the Higher Gunslinger level 33
9th Mirth 122nd year of Ascendancy at 22:29 see stats
By Sinny the Higher Gunslinger level 32
9th Mirth 122nd year of Ascendancy at 13:39 see stats
By Sinny the Higher Gunslinger level 17
1st Mirth 122nd year of Ascendancy at 15:12 see stats
By Sinny the Higher Gunslinger level 50
61st Haze 122nd year of Ascendancy at 12:06 see stats
By Sinny the Higher Gunslinger level 50
27th Haze 122nd year of Ascendancy at 03:23 see stats
Log
Islyriann the Neverdead deactivates Hymn of Shadows.
Islyriann the Neverdead deactivates Erupting Shadows.
Islyriann the Neverdead deactivates Spikes of Decrepitude.
Islyriann the Neverdead deactivates Call Shadows.
Sinny performs a ranged critical strike against Islyriann the Neverdead!
Sinny's Static Shot performs a ranged critical strike against Islyriann the Neverdead!
Sinny's Static Shot performs a ranged critical strike against Islyriann the Neverdead!
Spikes of Decrepitude strikes Sinny in the darkness (+100% damage).
Spikes of Decrepitude hits Sinny for 1 cold, 1 darkness (2 total damage).
Sinny's Static Shot hits Something for (560 absorbed), 40064 lightning (40064 total damage).
Sinny's Static Shot hits Islyriann the Neverdead for 11937 lightning, 14 acid, 25 light, 3 acid, 10890 lightning, 14 acid, 25 light (22908 total damage).
Sinny hits Islyriann the Neverdead for 12424 lightning, 25 light, 10524 lightning, 25 light (22998 total damage).
Sinny uses Trick Shot.
Sinny's Trick Shot performs a ranged critical strike against Islyriann the Neverdead!
Sinny's Trick Shot hits Islyriann the Neverdead for 11612 physical damage.
Sinny's Shadow's Shoot misses Sinny.
Sinny's Shadow's Shoot misses Sinny.
Sinny's Trick Shot killed Islyriann the Neverdead!
Sinny shoots!
Sinny's Shoot performs a ranged critical strike against Crimson ooze!
The shield around crimson ooze crumbles.
Sinny's Shoot hits Crimson ooze for (555 absorbed), 9500 physical (9500 total damage).
Sinny's Shoot killed Crimson ooze!
Sinny resists the blinding light!
Sinny's Shadow's Shoot misses Sinny.
Sinny's Shadow's Shoot misses Sinny.
Something hits Sinny for 15954 fire damage.