











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. 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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Orcs |
Mode | Madness Roguelike |
Sex | Male |
Race | Orc |
Class | Possessor |
Level / Exp | 50 / 3450% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 155.4855 (base 29) |
Dexterity | 224.3255 (base 60) |
Constitution | 18 (base 10) |
Magic | 43.389 (base 10) |
Willpower | 104 (base 60) |
Cunning | 97.9315 (base 60) |
Resources
Hate | 115/131 |
Psi | 658/658 |
Vim | 266/266 |
Life | 80134/80153 |
Stamina | 502/502 |
Steam | 100/100 |
Healing Factor | 1.1711363549265 |
Regeneration | 10.83301128307 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +81.8636791432% |
Spell | 0% |
Global | +145.07212032837% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 7 |
See Stealth | 66.80189916774 |
See Invisible | 84.801899167744 |
Offense: Mainhand
Damage | 310 |
Accuracy | 129 |
Crit Chance | 185% |
APR | 56 |
Speed | 0.91 |
Offense: Spell
Spellpower | 42 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 103 |
Crit Chance | 70% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +47% |
Light | +35% |
Temporal | +42% |
Physical | +68% |
Lightning | +29% |
All | +17% |
Offense: Damage Penetration
Light | +27% |
Temporal | +25% |
Blight | +27% |
Physical | +37% |
All | +12% |
Defense: Base
Armour (hardiness) | 51.8815 (48.304188961773%) |
Defense | 90 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 94.35 |
Spell Save | 84.56 |
Mental Save | 81 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 72%( 70%) |
Lightning | + 70%( 70%) |
Light | + 68%( 70%) |
Physical | + 70%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Mind | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 0% |
Blind Resistance | 0% |
Disarm Resistance | 43% |
Bleed Resistance | 0% |
Teleport Resistance | 86% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 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 83 up to 6 times. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 15 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 15 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 54%, your defense is increased by 54 and all your resistances by 54%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 376 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 163% efficiency and cooldown mod of 56%. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Possession | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic blows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
| 12/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Psionic / Mentalism | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Repel |
talent | Force Shield |
talent | Trained Reactions |
talent | Infestation |
talent | Gloom |
talent | Skate |
talent | Stalk |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Physical save +15 (+1 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Masteries +0.20 Cunning/Survival Boost speed by 69% (based on Cunning). Uses 26 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 62.0 - 74.4 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +19.0% Capacity 21 Projectile Speed +200% On-ranged-hit +21 temporal +48 darkness Damage Against +20% Living On-crit, radius 2 +12 temporal On Hit: * 20% chance to reduce damage dealt by 40% On Critical: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Arcane While equipped: Stats +9 Str offense ------ Physical Crit +6.0% Damage +12% lightning Accuracy +30 (+5 eff.) When Hit 30 fire defense ------ Resistance +33% cold +10% fire Physical save +18 (+1 eff.) Spell save +18 (+1 eff.) Unlife -114.82 life Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+3 eff.) Mindpower +15 (+3 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical Accuracy +25 (+4 eff.) defense ------ Defense +2 (+1 eff.) Resistance +20% fire Mind save -10 (-3 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Light +7 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +10 Wil offense ------ Mindpower +25 (+5 eff.) On-Hit (Melee): * 23% chance to reduce all saves and defense by 50 defense ------ Resistance +17% mind other ------- Hate-on-crit +5.00 Max hate +11.45 Max psi +57.23 Blast the opponent's mind dealing 322 mind damage and silencing them for 4 turns Puts all charms on 8 turn cooldown 100% to increase all damage by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex offense ------ Damage +20% darkness Accuracy +20 (+3 eff.) defense ------ Armor +10 Resistance +40% darkness Crit Resistance 15.00% Spell save +6 (+0 eff.) Life Regen +9.00 Healmod +20% Confus Resist +20% Stun Resist +48% Knockbk Resist +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +11 Dex +5 Wil +15 Cun offense ------ Physical Power +16 (+3 eff.) Spellpower +17 (+5 eff.) Mindpower +18 (+3 eff.) Damage +8% all Accuracy +27 (+4 eff.) Ignore Armor +10 defense ------ Defense +12 (+3 eff.) Crit Resistance 15.00% Can be unequipped or rerolled. 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 Puts all charms on 1 turn cooldown "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? |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Master While equipped: Stats +12 Dex +11 Cun +1 Con +10 Lck offense ------ Physical Crit +15.0% Mind Crit +10% Critical power +20.00% Physical Power +17 (+3 eff.) Ignore resists +15% blight Accuracy +10 (+2 eff.) When Hit 6 physical defense ------ Armor +4 Resistance +6% lightning Spell save +15 (+1 eff.) Stealth +15 other ------- Disarm Traps +30 Stamina/turn +3.50 Mana/turn +0.50 Psi/turn +0.50 Infravision +6 Size +1 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Master/Psionic Weapon Damage 54.5 - 81.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +24.0% Attack Speed 100% On-hit +39 mind On Hit: * 28% chance to reduce all saves and defense by 50 While equipped: Stats +10 Dex +12 Wil +7 Cun offense ------ Mind Crit +4% Mindpower +30 (+5 eff.) Combat Speed +10% Ignore resists +12% physical Accuracy +58 (+9 eff.) Ignore Armor +19 other ------- Psi when Hit +0.08 Massive two-handed battleaxes. |
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 +50% other ------- Talents +5 Fatal Attractor Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: Stats +3 Dex +9 Mag +3 Wil +6 Con offense ------ Critical power +24.98% Physical Power +35 (+6 eff.) Damage +25% temporal +25% physical Ignore resists +13% temporal +13% physical Accuracy +20 (+3 eff.) Ignore Armor +3 defense ------ Armor +16 Resistance +3% physical +13% all Crit Resistance 21.00% Anomaly Control +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+4 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+3 eff.) Resistance +10% darkness +10% mind Mind save +10 (+2 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness level 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +5 Str +14 Dex offense ------ Critical power +15.00% Damage +18% light +24% physical Ignore resists +15% light Ignore Armor +10 When Hit 8 light defense ------ Physical save +18 (+1 eff.) Unlife -114.26 life other ------- Max stamina +30.00 See Invisibility +18 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 96%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 237% efficiency and cooldown mod of 58%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 54%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 159% efficiency and cooldown mod of 72%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.3 steam per turn. Can be activated for an instant burst of 52 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.1 steam per turn. Can be activated for an instant burst of 66 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 25 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 -1042 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1042 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: 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 8 turns. While Heroism is active, you will only die when reaching -746 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 746 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 808% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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 increase movement speed by 1278% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 344 life over 5 turns. 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 609 life over 5 turns. 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 [Normal] Nature When inscribed on your body: Cooldown: 11 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 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: 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 46% 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 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: 3 lightning, 4 physical, 3 arcane, 4 fire, 4 nature, 4 mind 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: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 651.12 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 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 [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 162.92 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 324.03 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 64 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. 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: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 138 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 175 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. 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: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 374 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 83 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 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 16 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 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 79 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 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 27 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 61 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 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 83 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 51 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: Stats +3 Dex +12 Con offense ------ Critical power +20.00% Damage +12% darkness Accuracy +43 (+6 eff.) Ignore Armor +7 When Hit 14 physical defense ------ Fatigue -9% Resistance +5% physical Life Regen +4.00 Knockbk Resist +29% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Con offense ------ Damage +12% nature On-Hit (Melee): * 20% chance to slow global speed by 81% defense ------ Resistance +21% darkness +9% fire +3% nature +21% light Physical save +13 (+1 eff.) Life +58.00 Life Regen +6.00 Blind Resist +44% other ------- Masteries +0.34 Psionic/Solipsism +0.34 Psionic/Deep horror 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 T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+7 eff.) Steampower +40 (+10 eff.) Spellpower +40 (+13 eff.) Mindpower +40 (+7 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +18% cold Ignore resists +25% light defense ------ Resistance +8% physical +18% fire +6% cold other ------- Stamina/turn +0.60 Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +8 Dex offense ------ Physical Crit +6.0% Ignore resists +15% lightning Accuracy +10 (+2 eff.) defense ------ Unlife -60.00 life Blind Resist +40% other ------- Infravision +8 Sight +2 See Invisibility +7 Masteries +0.40 Psionic/Body snatcher +0.40 Psionic/Psionic menace Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+2 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() 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: 2.5 Power cost 26 out of 80/80. Range melee/personal Cooldown: 37 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 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Wil defense ------ Armor +3 Defense +6 (+2 eff.) Max Resistance +3% all Physical save +10 (+0 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: offense ------ Spellpower +25 (+8 eff.) Mindpower +43 (+8 eff.) Damage +20% blight +21% nature When Hit 14 mind defense ------ Resistance +20% blight +18% cold +24% lightning Unlife -114.82 life Life Regen +5.74 Stun Resist +29% other ------- Max psi +71.76 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +7 Str +8 Dex +12 Con offense ------ Physical Power +30 (+5 eff.) Damage +12% arcane +12% darkness Ignore resists +20% arcane defense ------ Resistance +9% darkness Physical save +32 (+2 eff.) Spell save +18 (+1 eff.) Mind save +18 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +14% mind +21% darkness When Hit 4 fire On-Hit (Melee): * 20% chance to reduce all saves and defense by 50 defense ------ Resistance +18% fire +14% mind +6% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +9 Cun +5 Wil offense ------ Mindpower +8 (+2 eff.) Damage +15% darkness Ignore resists +20% light On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% darkness Spell save +12 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +10 Dex +5 Wil offense ------ Critical power +15.00% Damage +18% lightning +15% mind Ignore resists +15% mind When Hit 12 mind 8 cold defense ------ Resistance +36% lightning other ------- Psi when Hit +0.20 Max hate +12.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats -10 Lck +6 Wil defense ------ Resistance +25% mind You feel something is very wrong with this ring. Summon Crimson Paladin John. Uses 42 power out of 100/100 This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun +10 Wil offense ------ Mind Crit +10% Damage +12% mind Ignore resists +25% nature On-Hit (Melee): * 29% chance to reduce damage dealt by 40% * 29% chance to reduce all saves and defense by 50 defense ------ Resistance +21% nature Mind save +20 (+4 eff.) other ------- EQ when Hit +0.36 Psi when Hit +0.44 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Damage +18% acid On-Hit (Melee): * 34 arcane resource burn * 34% chance to reduce armor by 32% defense ------ Defense +51 (+10 eff.) Resistance +18% light +51% cold Mind save +30 (+6 eff.) Life +170.00 Life Regen +6.78 Disease Resist +34% Cut Resist +34% Disarm Resist +50% Pinning Resist +84% Knockbk Resist +44% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Physical Power +8 (+2 eff.) Spellpower +15 (+5 eff.) Mindpower +5 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane While equipped: Stats +7 Wil +14 Mag offense ------ Spellpower +13 (+4 eff.) On-Hit 26 light On-Ranged-Hit 34 light Damage +18% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +10 Mag offense ------ Physical Power +19 (+3 eff.) Spellpower +16 (+5 eff.) Mindpower +20 (+4 eff.) On-Hit 40 light On-Ranged-Hit 40 light Damage +20% light +7% all Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Master While equipped: offense ------ Physical Power +20 (+4 eff.) Spellpower +20 (+6 eff.) Mindpower +15 (+3 eff.) Damage +8% all Accuracy +17 (+3 eff.) Ignore Armor +17 defense ------ Defense +17 (+4 eff.) Disengage: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% 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++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +7 Cun offense ------ On-Hit 14 light On-Ranged-Hit 12 light Damage +12% light Accuracy +8 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 15 light On-Ranged-Hit 13 light Damage +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Master While equipped: Stats +8 Str +6 Con offense ------ Physical Power +9 (+2 eff.) Damage +6% temporal +9% cold Accuracy +14 (+2 eff.) Ignore Armor +15 On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +12 (+3 eff.) Fatigue -9% Resistance +15% temporal other ------- Encumbrance +26 Disengage: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% 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 T3 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +14% fire defense ------ Resistance +28% fire Physical save +6 (+0 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +12% nature +11% blight Life +88.00 Life Regen +17.00 Healmod +18% Poison Resist +26% Disease Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +12 (+2 eff.) Ignore Armor +13 defense ------ Defense +15 (+3 eff.) Resistance +11% nature +9% blight Poison Resist +23% Disease Resist +21% Disengage: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% 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 T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +4 Cun +7 Str offense ------ On-Hit 17 physical On-Ranged-Hit 23 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 50 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 50 defense ------ Armor +14 other ------- Hate-on-crit +3.00 Max hate +10.00 Bleeding Edge: Puts all charms on 11 turn cooldown Effective talent level: 4.5 Power cost 11 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Rare] Master Weapon Damage 74.0 - 111.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +28.0% Attack Speed 100% While equipped: Stats +6 Dex offense ------ Physical Power +43 (+7 eff.) Spellpower +20 (+6 eff.) Damage +21% temporal Ignore resists +35% physical defense ------ Armor +8 Defense +40 (+8 eff.) Resistance +12% mind +12% temporal Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane Weapon Damage 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +11 temporal On Hit: * Create an explosion dealing 73 cold damage (1/turn) While equipped: offense ------ Damage +15% cold Ignore resists +15% cold defense ------ Resistance +10% temporal Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego++] Disrupt/Master Weapon Damage 37.0 - 48.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Critical: * Deals 153 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +15.0% Sharp, short and deadly. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+1 eff.) Ignore resists +7% physical defense ------ Disarm Resist +15% Sharp, short and deadly. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Random Unique] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-crit, radius 2 +23 lightning +56 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 22 While equipped: Stats +2 Cun +1 Wil offense ------ Physical Crit +44.0% Spell Crit +2% Critical power +20.00% Mindpower +10 (+2 eff.) Spellpower/crit +6 Move Speed +75% Ignore resists +35% lightning +32% cold Accuracy +46 (+7 eff.) other ------- Max mana +40.00 Max hate +4.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 25.43 arcane and 31.94 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+8 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Rare] Arcane Weapon Damage 46.5 - 65.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +19 temporal While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +8% Damage +27% acid When Hit 17 blight defense ------ Resistance +9% physical +20% temporal Mind save +21 (+4 eff.) Confus Resist +34% Pinning Resist +34% other ------- Mana-on-crit +3.39 Blunt and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+3 eff.) defense ------ Resistance +15% mind Mind save +25 (+5 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+2 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+1 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 16.5 - 18.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +34 cold On-crit, radius 2 +24 lightning While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) defense ------ Armor +6 Defense +40 (+8 eff.) Resistance +36% fire +15% nature +8% arcane Mind save +18 (+3 eff.) Unlife -135.53 life Life +46.00 Life Regen +2.00 Cut Resist +34% Disarm Resist +34% 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 T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil offense ------ Mind Crit +7% Mindpower +10 (+2 eff.) Damage +10% mind Ignore resists +15% mind defense ------ Resistance +25% mind Mind save +24 (+4 eff.) Either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower). Uses 31 power out of 60/60 Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+4 eff.) Mindpower +12 (+2 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag 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 +15% Spellpower +19 (+6 eff.) Damage +25% darkness Ignore Shields +26% defense ------ Defense +22 (+5 eff.) Shield Power +17% 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+] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: 10% Overgrowth level 5 Uses 2.0 Steam While equipped: offense ------ Physical Crit +13.0% Accuracy +15 (+2 eff.) defense ------ Life Regen +2.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Ego+] Arcane/Steamtech Weapon Damage 20.5 - 30.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +55 On Hit: 20% Curse of Defenselessness level 3 Uses 1.0 Steam While equipped: defense ------ Armor +4 Defense +6 (+2 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! |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Master/Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam While equipped: offense ------ Ignore resists +9% physical Accuracy +11 (+2 eff.) Ignore Armor +9 defense ------ Armor +3 Defense +4 (+1 eff.) Fatigue +6% other ------- Talents +1 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 waraxe 1H weapon [Ego++] Arcane/Psionic Weapon Damage 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 blight On Hit: 20% Epidemic level 5 On Hit: * 19% chance to reduce strength, dexterity, and constitution by 22 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: defense ------ Disease Resist +35% One-handed war axes. |
![]() 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: 5.5 Power cost 16 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 45% chance to evade melee and ranged attacks and 108 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. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +3 Wil offense ------ Spell Crit +5% Critical power +29.00% Spellpower +8 (+2 eff.) Mindpower +30 (+5 eff.) Damage +12% lightning +11% arcane +12% mind Ignore resists +10% arcane +20% mind When Hit 4 mind defense ------ Defense +2 (+1 eff.) Mind save +18 (+3 eff.) other ------- Psi when Hit +0.12 Max mana +68.00 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 T3 cloak armor [Rare] Arcane While equipped: offense ------ Physical Power +31 (+5 eff.) Damage +6% light Ignore resists +25% temporal Ignore Armor +9 When Hit 10 arcane defense ------ Defense +2 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Unlife -82.37 life other ------- Stamina/turn +3.09 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+1 eff.) defense ------ Defense +10 (+2 eff.) Physical save +10 (+0 eff.) Has a 50% chance each turn to slash an adjacent enemy for 314 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+0 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 6 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 118 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 3.5 Power cost 15 out of 28/28. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 110.77 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +4 Cun +4 Dex offense ------ Damage +18% cold Ignore resists +42% nature defense ------ Defense +3 (+1 eff.) Resistance +30% lightning +25% temporal +15% darkness Mind save +30 (+6 eff.) Healmod +34% Disease Resist +34% Stun Resist +34% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Nature While equipped: Stats +6 Dex +10 Con offense ------ Damage +24% blight +12% physical Accuracy +43 (+7 eff.) When Hit 8 blight defense ------ Defense +13 (+3 eff.) Resistance +25% light +25% fire Stealth +15 Unlife -115.93 life Silence Resist +29% Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% other ------- Max stamina +43.47 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+3 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +7 Mag +7 Wil +7 Cun offense ------ Spell Crit +12% Spellpower +35 (+11 eff.) Damage +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical defense ------ Resistance +15% all other ------- Mana/turn +2.00 Max mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +9% acid +9% physical +9% fire +9% cold defense ------ Resistance +12% acid +12% physical +12% fire +12% cold +7% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +10 Con offense ------ Physical Crit +11.0% Ignore resists +30% darkness +30% physical Accuracy +35 (+5 eff.) defense ------ Armor +14 Resistance +7% physical +12% darkness +12% cold other ------- Infravision +3 A pair of boots made of leather. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Spell save +10 (+1 eff.) Mind save +10 (+2 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 17 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 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 4.5 Power cost 11 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: offense ------ Mind Crit +6% Spellpower +13 (+4 eff.) Damage +24% mind +30% nature +39% darkness Ignore resists +42% nature On-Hit (Melee): * 34% chance to reduce damage dealt by 40% defense ------ Armor +5 Resistance +24% light +25% mind A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego+] Nature While equipped: defense ------ Armor +3 Fatigue +2% Life Regen +3.00 Healmod +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Master While equipped: Stats +4 Str +4 Con defense ------ Armor +5 Fatigue -10% Physical save +14 (+1 eff.) other ------- Encumbrance +38 Rush: Puts all charms on 13 turn cooldown Effective talent level: 4.5 Power cost 13 out of 25/25. Range 9 Cooldown: 20 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 27 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 81 addition nature damage over 3 turns (damage based on Cunning). Uses 7 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ On-Hit 15 nature Damage +10% nature Ignore resists +31% lightning When Hit 12 darkness On-Hit (Melee): * 25% chance to reduce damage dealt by 40% defense ------ Armor +3 Fatigue +5% Resistance +9% nature Spell save +15 (+1 eff.) Out-of-Phase Defense +19 Out-of-Phase Resistance +19% Out-of-Phase Resilience +19% other ------- Mana-on-crit +2.48 Vim-on-crit +2.48 Max mana +124.10 Unarmed combat: Weapon Damage 30.0 - 42.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-crit, radius 2 +14 nature On Hit: 10% Venomous Breath level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T4 hands armor [Plot Item] Steamtech While equipped: defense ------ Armor +1 other ------- Talents +1 Sand Shredder Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Dex, 40% Str, 40% Cun Ignore Armor +1 Critical Rate +1.0% Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
![]() 1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +20.0% Spell Crit +18% Mind Crit +20% Critical power +14.00% defense ------ Armor +9 Mind save +10 (+2 eff.) Life +71.00 Unarmed combat: Weapon Damage 40.5 - 44.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +5 Critical Rate +17.0% Attack Speed 100% On Hit: 10% Battle Shout level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-2 eff.) Spellpower -10 (-4 eff.) Mindpower -10 (-1 eff.) defense ------ Defense -10 (-2 eff.) Resistance +10% cold +10% darkness +10% arcane Confus Resist +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Str +4 Mag +5 Con offense ------ Mind Crit +9% Critical power +20.00% Mindpower +20 (+4 eff.) Ignore resists +15% fire When Hit 10 mind defense ------ Armor +3 Fatigue +3% Resistance +11% fire +11% cold other ------- See Invisibility +9 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +5 Wil +5 Con offense ------ Damage +33% blight Ignore resists +36% blight +35% arcane Accuracy +43 (+6 eff.) defense ------ Armor +14 Defense +38 (+8 eff.) Fatigue +5% Resistance +6% all Physical save +15 (+1 eff.) other ------- Vim-on-crit +2.87 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +14% temporal +9% light +35% physical +9% mind +20% arcane +27% darkness defense ------ Defense +3 (+1 eff.) Resistance +12% blight +20% physical +13% darkness Crit Resistance 10.00% Mind save +3 (+0 eff.) other ------- Max mana +109.00 Max hate +14.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +13 Cun +12 Wil offense ------ Mindpower +10 (+2 eff.) Damage +18% lightning +12% nature Ignore resists +25% darkness +15% nature defense ------ Defense +3 (+1 eff.) Resistance +27% lightning +9% nature A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+1 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 Encumbrance T1 head armor [Unique] Steamtech While equipped: offense ------ Mind Crit +9% Mindpower +9 (+2 eff.) defense ------ Armor +3 Fatigue +3% Mind save +10 (+2 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +15 Str +5 Dex +4 Cun +5 Con offense ------ Physical Power +6 (+1 eff.) Damage +12% lightning +9% temporal Ignore resists +29% light Ignore Armor +7 When Hit 4 lightning defense ------ Armor +5 Fatigue +5% other ------- Light +1 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +6 (+1 eff.) Damage +8% physical +8% darkness +12% light defense ------ Defense +1 (+1 eff.) Resistance +7% physical +8% darkness +18% light other ------- Max hate +7.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +4 Str +6 Con defense ------ Armor +5 Fatigue +5% Physical save +40 (+3 eff.) Mind save +14 (+2 eff.) Battle Cry: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 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 6, lowering their Defense by 24 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 hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +4 Wil +3 Con offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +7% physical Physical save +16 (+1 eff.) Mind save +8 (+1 eff.) Battle Cry: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 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 6, lowering their Defense by 24 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. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Arcane While equipped: offense ------ On-Hit 21 acid 19 fire When Hit 14 acid 16 fire defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +30% acid +29% fire A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Unique] Steamtech While equipped: defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Physical save +15 (+1 eff.) other ------- Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 9.0 Encumbrance T3 light armor [Rare] Arcane While equipped: offense ------ On-Hit 6 darkness On-Ranged-Hit 7 darkness Damage +15% acid +9% mind +6% arcane Ignore resists +29% mind +10% acid On-Hit (Melee): * 20% chance to reduce armor by 32% * 23% chance to reduce all saves and defense by 50 defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +22% temporal +21% darkness +17% mind Out-of-Phase Defense +22 Out-of-Phase Resistance +22% Out-of-Phase Resilience +22% Blink to a nearby random location (rad 11) Puts all charms on 13 turn cooldown A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +9 Str +5 Dex +6 Mag +9 Wil +9 Cun defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Life +68.00 A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Nature/Psionic While equipped: Stats +9 Cun +9 Wil defense ------ Armor +16 Fatigue +22% Mind save +25 (+5 eff.) Life +80.00 Life Regen +10.00 Healmod +20% A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training [Ego++] Psionic While equipped: Stats +13 Cun +9 Wil defense ------ Armor +26 Defense +15 (+3 eff.) Fatigue +22% Mind save +49 (+9 eff.) A suit of armour made of metal plates. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Master Weapon Damage 72.5 - 101.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +36 Critical Rate +20.0% Capacity 24 Projectile Speed +200% Arrows are used with bows to pierce your foes to death. |
![]() 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 +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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance 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 (+2 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+1 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: 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 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+1 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 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +3 Str +2 Dex +6 Cun offense ------ Physical Power +5 (+1 eff.) Damage +15% mind +15% fire Ignore resists +10% fire Accuracy +10 (+2 eff.) Ignore Armor +3 defense ------ Armor +4 Resistance +10% fire +5% darkness +3% physical Mind save +15 (+3 eff.) other ------- Infravision +6 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 42 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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 16 power out of 30/30 Activation is instant. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 13 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 142.93 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 142.93 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. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +3 (+1 eff.) defense ------ Resistance +10% blight +7% darkness other ------- Light +4 Infravision +4 See Invisibility +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 16 turn cooldown Effective talent level: 3.5 Power cost 16 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 24 blight damage or heals 31 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Critical power +13.00% Physical Power +5 (+1 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+3 eff.) Mindpower +10 (+2 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 8 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 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 T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+2 eff.) Spellpower +12 (+4 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+2 eff.) Spellpower +12 (+4 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T5 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 +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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 104 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. |
amazing fiery salve [power 37] amazing fiery salve [power 37]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 56% cooldown modifier. Remove 3 magical effects and grants a fiery aura (37% fire, light and lightning affinity) Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 37] amazing frost salve [power 37]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 56% cooldown modifier. Remove 3 physical effects and grants a frost aura (37% cold, darkness and nature affinity) Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
amazing pain suppressor salve [power 460] amazing pain suppressor salve [power 460]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 56% cooldown modifier. Let you fight up to -460 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 6 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 37] amazing water salve [power 37]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 56% cooldown modifier. Remove 3 mental effects and grants a water aura (37% blight, mind and acid affinity). Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
great healing salve [power 453] great healing salve [power 453]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 56% cooldown modifier. Heal 453 Puts Talent Medical Injector on 8 turn cooldown Medical salve. |
powerful fiery salve [power 28] powerful fiery salve [power 28]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 56% cooldown modifier. Remove 2 magical effects and grants a fiery aura (28% fire, light and lightning affinity) Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 28] powerful frost salve [power 28]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 56% cooldown modifier. Remove 2 physical effects and grants a frost aura (28% cold, darkness and nature affinity) Puts Talent Medical Injector on 13 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 380] powerful healing salve [power 380]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 163% efficiency and 56% cooldown modifier. Heal 380 Puts Talent Medical Injector on 8 turn cooldown Medical salve. |
![]() 3.0 Encumbrance T2 shot ammo [Ego+] Arcane/Master Weapon Damage 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +10.5% Capacity 21 On-ranged-hit +10 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Rare] Arcane Weapon Damage 54.0 - 64.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 23 On-ranged-hit +34 fire +34 cold +34 nature On-Hit, radius 1 +34 nature +34 cold On-crit, radius 2 +20 nature +34 cold On Hit: * 34% chance to slow global speed by 81% * 34% chance to reduce all saves and defense by 50 On Critical: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 0 Call a trained yeti for help. Uses 1 power out of 0/8 Call a trained yeti to your side. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +25% light +25% fire Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: offense ------ Spellpower +10 (+3 eff.) Damage +9% arcane defense ------ Physical save +6 (+0 eff.) Healmod +20% Blast the opponent's mind dealing 422 mind damage and silencing them for 4 turns Puts all charms on 8 turn cooldown 100% to heal for 94. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +5 Mag offense ------ Mind Crit +9% Damage +15% mind +24% acid When Hit 8 cold defense ------ Resistance +51% fire Physical save +21 (+1 eff.) Poison Resist +34% other ------- Infravision +5 Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 798 physical damage Puts all charms on 8 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 13 turn cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 131 for 5 turns Puts all charms on 13 turn cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +4 Wil offense ------ Spellpower +20 (+6 eff.) Damage +15% nature +24% arcane Ignore resists +29% cold Ignore Shields +35% other ------- Mana/turn +0.36 Vim-on-crit +2.34 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 11 turn cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 6 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +12% acid Ignore resists +25% nature +20% acid defense ------ Resistance +20% nature +15% acid Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 8 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 270 Base Damage: 143 Armor: 2 All Resist: 0 Puts all charms on 19 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 Encumbrance T5 wand charm [Random Unique] Arcane While equipped: offense ------ Damage +12% blight Ignore resists +15% nature When Hit 4 arcane 4 nature defense ------ Resistance +5% arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 124 lightning damage and will be dazed for 1 turn (622 total damage) Puts all charms on 8 turn cooldown 100% to increase all damage by 26% for 2 turns. 100% to heal for 106. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 (+0 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+0 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By more madness misery the Orc Possessor level 11
26th Retaking 124th year of Ascendancy at 10:29 see stats
By more madness misery the Orc Possessor level 15
38th Retaking 124th year of Ascendancy at 13:53 see stats
By more madness misery the Orc Possessor level 50
35th Loss 124th year of Ascendancy at 12:18 see stats
By more madness misery the Orc Possessor level 50
24th Destruction 124th year of Ascendancy at 18:05 see stats
By more madness misery the Orc Possessor level 32
23rd Dearth 124th year of Ascendancy at 23:56 see stats
By more madness misery the Orc Possessor level 10
17th Retaking 124th year of Ascendancy at 11:57 see stats
By more madness misery the Orc Possessor level 20
9th Revenge 124th year of Ascendancy at 04:05 see stats
By more madness misery the Orc Possessor level 30
32nd Revenge 124th year of Ascendancy at 07:48 see stats
By more madness misery the Orc Possessor level 40
5th Loss 124th year of Ascendancy at 03:21 see stats
By more madness misery the Orc Possessor level 50
27th Loss 124th year of Ascendancy at 12:25 see stats
By more madness misery the Orc Possessor level 50
33rd Destruction 124th year of Ascendancy at 23:41 see stats
By more madness misery the Orc Possessor level 50
39th Loss 124th year of Ascendancy at 08:27 see stats
By more madness misery the Orc Possessor level 42
8th Loss 124th year of Ascendancy at 04:00 see stats
By more madness misery the Orc Possessor level 32
23rd Dearth 124th year of Ascendancy at 12:27 see stats
By more madness misery the Orc Possessor level 20
11st Revenge 124th year of Ascendancy at 20:37 see stats
By more madness misery the Orc Possessor level 50
39th Destruction 124th year of Ascendancy at 02:24 see stats
By more madness misery the Orc Possessor level 48
24th Loss 124th year of Ascendancy at 06:58 see stats
By more madness misery the Orc Possessor level 44
19th Loss 124th year of Ascendancy at 21:09 see stats
By more madness misery the Orc Possessor level 26
31st Revenge 124th year of Ascendancy at 02:28 see stats
By more madness misery the Orc Possessor level 38
48th Dearth 124th year of Ascendancy at 20:45 see stats
By more madness misery the Orc Possessor level 20
11st Revenge 124th year of Ascendancy at 15:36 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a ladder to the previous level here (press '' or right click to use).
More madness misery uses Frenzy.
Mummified Egg-sac of Ungolë is still recharging.
Resting starts...
Your summoned losselhing disappears.
Your summoned weaver young disappears.
Rested for 11 turns (stop reason: all resources and life at maximum).
Resting starts...
Your summoned chitinous spider disappears.
Your summoned weaver patriarch disappears.
Rested for 21 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 80 turns (stop reason: all resources and life at maximum).
More madness misery deactivates Infestation.
More madness misery deactivates Repel.
More madness misery deactivates Stalk.
More madness misery deactivates Gloom.