
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Forbidden 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Annihilator |
Level / Exp | 21 / 29% |
Size | medium |
Lifes / Deaths | Killed by Emelivena the skeleton magus at level 10 on the 3rd Dusk 122nd year of Ascendancy at 16:19 0 / 6Killed by Adyrivena the skeleton warrior at level 10 on the 3rd Dusk 122nd year of Ascendancy at 18:29 Killed by Emelann the large brown snake at level 16 on the 38th Dusk 122nd year of Ascendancy at 23:13 Killed by Emelann the large brown snake at level 16 on the 39th Dusk 122nd year of Ascendancy at 01:39 Killed by Belilaith the rogue at level 21 on the 29th Haze 122nd year of Ascendancy at 08:00 Killed by Xanoma the awoken tentacle tree at level 21 on the 30th Haze 122nd year of Ascendancy at 01:35 |
Primary Stats
Strength | 36 (base 16) |
Dexterity | 44 (base 43) |
Constitution | 37 (base 10) |
Magic | 25 (base 10) |
Willpower | 15 (base 10) |
Cunning | 59.4 (base 43) |
Resources
Life | -4/560 |
Paradox | 300 |
Steam | 16/100 |
Healing Factor | 1.4141015905905 |
Regeneration | 6.0099317600098 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 2 |
Infravision | 10 |
See Stealth | 10 |
See Invisible | 13 |
Offense: Mainhand
Damage | 42 |
Accuracy | 44 |
Crit Chance | 36% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 25 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +33% |
Fire | +27% |
Arcane | +31% |
Cold | +27% |
All | +2% |
Offense: Damage Penetration
Lightning | +46% |
Fire | +31% |
Arcane | +31% |
Cold | +41% |
All | +6% |
Defense: Base
Armour (hardiness) | 33.317011280365 (92.903125182002%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 9 |
Physical Save | 38 |
Spell Save | 21 |
Mental Save | 29 |
Defense: Resistances
Acid | + 16%( 70%) |
Darkness | + 6%( 70%) |
Cold | + 33%( 70%) |
Mind | + 15%( 70%) |
Lightning | + 28%( 70%) |
Fire | + 7%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 30% |
Bleed Resistance | 10% |
Teleport Resistance | 100% |
Pinning Resistance | 38% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 36% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 53%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 105 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Demolition | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * You've found the needed green worm. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Str +7 Con offense ------ Mind Crit +4% Ignore resists +10% cold defense ------ Armor +5 Fatigue +3% Resistance +9% cold Physical save +10 (+4 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Stamina/turn +0.60 Max stamina +27.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T2 shot ammo [Ego++] Master Weapon Damage 131% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +15.5% Capacity 19 On Critical: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: other ------- Talents +2 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+2 eff.) Life +40.00 Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +0 Cun +5 Str defense ------ Armor +2 Fatigue +1% other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 85.1 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
On hands | ![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane +6% lightning Ignore resists +15% lightning When Hit 8 mind defense ------ Armor +1 Fatigue +1% Resistance +3% lightning +6% mind Disarm Resist +70% other ------- Talents +2 Iron Grip Unarmed combat: Weapon Damage 105% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +4 arcane On-crit, radius 2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil +4 Cun +4 Con offense ------ Critical power +14.00% Physical Power +7 (+2 eff.) Accuracy +6 (+2 eff.) Ignore Armor +6 defense ------ Resistance +9% acid Physical save +7 (+3 eff.) Spell save +9 (+5 eff.) Mind save +8 (+4 eff.) Life +54.00 other ------- Infravision +4 See Invisibility +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Mag +4 Cun +6 Con offense ------ Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Physical Power +7 (+2 eff.) Spellpower +6 (+3 eff.) Damage +2% all When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Life +24.00 Disarm Resist +21% Pinning Resist +23% Knockbk Resist +21% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Rings make your fingers look great! |
On fingers | ![]() 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. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +16 (+5 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. |
In main hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +21 Critical Rate +12.0% Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +4 Con offense ------ Ignore resists +6% all Accuracy +10 (+3 eff.) Ignore Armor +7 other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Critical power +6.00% Physical Power +4 (+1 eff.) When Hit 2 light On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Resistance +9% mind Mind save +4 (+2 eff.) Cut Resist +10% Disarm Resist +20% A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 142% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +86 On-Hit, radius 1 +12 fire While equipped: offense ------ On-Hit 5 fire When Hit 3 fire defense ------ Armor +7 Fatigue +8% Resistance +17% cold other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +5 Str +5 Con offense ------ When Hit 4 cold defense ------ Defense +12 (+4 eff.) Resistance +7% acid +6% darkness +7% cold +7% fire +0% nature +25% lightning Stun Resist +30% other ------- Stamina/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T3 heavy armor [Ego+] Nature While equipped: defense ------ Armor +10 Hardiness +20% Defense +3 (+1 eff.) Fatigue +16% Life +22.00 Life Regen +4.00 Healmod +11% A suit of armour made of mail. |
Inventory
![]() 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 122% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 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 117% efficiency and cooldown mod of 78%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.3 steam per turn. Can be activated for an instant burst of 37 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 32 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.3 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 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 increase movement speed by 508% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance 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 acid, 4 physical, 4 mind, 5 arcane, 5 nature 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 create a protective shield absorbing at most 100 damage for 3 turns. 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 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +12% light On-Hit (Melee): * 10% chance to reduce armor by 24% defense ------ Resistance +3% light Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +5 Dex +3 Wil offense ------ Damage +9% acid When Hit 6 cold defense ------ Resistance +13% lightning Stun Resist +26% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 defense ------ Resistance +12% temporal Pinning Resist +20% Knockbk Resist +20% other ------- Mana/turn +0.10 Max mana +25.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Mag offense ------ Damage +6% arcane defense ------ Resistance +29% temporal +6% physical Pinning Resist +51% Knockbk Resist +47% other ------- Stamina/turn +0.40 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +13% temporal Healmod +12% Cut Resist +50% Pinning Resist +23% Knockbk Resist +22% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 145 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag offense ------ Spell Crit +8% Spellpower +8 (+4 eff.) Damage +12% acid +11% temporal +11% light +3% blight +11% physical +11% darkness Ignore resists +5% acid defense ------ Resistance +3% acid other ------- Masteries +0.25 Steamtech/Turrets +0.25 Steamtech/Gadgets Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun offense ------ Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +11% cold +11% nature +2% all defense ------ Armor +12 Defense +6 (+2 eff.) Resistance +22% cold +22% nature +3% temporal Blind Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 14 light On-Ranged-Hit 14 light Damage +11% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +11% lightning defense ------ Defense +6 (+2 eff.) Resistance +22% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+2 eff.) Accuracy +8 (+3 eff.) Ignore Armor +9 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 121% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +12% fire Accuracy +6 (+2 eff.) defense ------ Resistance +24% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil defense ------ Mind save +8 (+4 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T1 greatsword 2H weapon [Ego+] Master Weapon Damage 115% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +9% physical defense ------ Disarm Resist +17% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +8 darkness On-Hit, radius 1 +12 darkness While equipped: Stats +4 Dex +2 Wil offense ------ Physical Crit +8.0% Critical power +17.00% Ignore resists +10% darkness Ignore Armor +8 other ------- See Invisibility +12 Sharp, long, and deadly. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Ego] Nature/Disrupt/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On Hit: 10% Overgrowth level 2 Uses 2.0 Steam While equipped: defense ------ Resistance +7% acid +8% lightning +8% cold +8% fire +3% all Spell save +6 (+3 eff.) Life Regen +0.50 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 shot ammo [Ego] Nature/Disrupt Weapon Damage 124% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 21 Projectile Speed +200% On Hit: * 5% chance to slow global speed by 44% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 138 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T2 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 105% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 On Hit: * 13% chance to reduce armor by 24% While equipped: offense ------ On-Hit 5 acid On shield block: * Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) When Hit 4 acid defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 133% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +76 On-hit +12 light +12 darkness On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +4 Cun +3 Mag offense ------ Damage +10% light +10% darkness defense ------ Armor +6 Fatigue +8% Resistance +11% light +12% darkness other ------- Wards +4 lightning +4 temporal +4 darkness +3 fire +3 nature +5 blight +3 cold +5 arcane +6 light Talents +1 Ward +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 14.0 Encumbrance T1 heavy armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Life +20.00 Life Regen +2.00 Healmod +11% A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Resistance +3% mind Crit Resistance 15.00% Life +31.00 Life Regen +2.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Mag +1 Con offense ------ Physical Power +3 (+1 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +3% mind Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +7 Wil +2 Cun defense ------ Anomaly Control +11 Life +51.00 other ------- Max mana +33.00 Max stamina +27.00 Max hate +11.00 Max psi +21.00 Max vim +21.00 Max positive +22.00 Max negative +22.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Mag offense ------ Spell Crit +3% Damage +3% arcane defense ------ Defense +10 (+3 eff.) Stealth +7 other ------- Mana-on-crit +2.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Damage +3% arcane Ignore resists +20% arcane defense ------ Defense +1 (+0 eff.) Resistance +15% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con offense ------ Damage +9% darkness defense ------ Armor +2 Defense +1 (+0 eff.) Resistance +0% cold +3% temporal +0% nature +9% fire Life +20.00 Pinning Resist +10% 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 [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Dex +2 Mag +5 Wil +1 Cun offense ------ Damage +12% lightning Ignore resists +5% lightning +15% cold defense ------ Defense +2 (+0 eff.) Mind save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +2 Con defense ------ Armor +1 Silence Resist +22% Confus Resist +21% Stun Resist +23% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 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. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +1 Con offense ------ Ignore Armor +2 defense ------ Armor +7 Defense +25 (+8 eff.) Fatigue +2% other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Mag +3 Wil offense ------ Mindpower +5 (+2 eff.) When Hit 6 mind defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Con offense ------ Critical power +10.00% defense ------ Armor +4 Fatigue -3% Resistance +9% nature +3% light Physical save +8 (+3 eff.) Disease Resist +20% other ------- Encumbrance +36 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +4 (+2 eff.) On-Hit 7 arcane Damage +5% arcane defense ------ Armor +2 Fatigue +3% Resistance +3% arcane Unarmed combat: Weapon Damage 125% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +4 arcane On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Cun +2 Mag offense ------ Damage +10% acid Ignore resists +15% mind defense ------ Defense +1 (+0 eff.) Resistance +15% acid +3% mind A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) Ignore resists +5% nature +10% fire When Hit 8 lightning 2 fire 2 nature On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex offense ------ Ignore Armor +4 defense ------ Armor +1 Fatigue +1% Physical save +11 (+4 eff.) A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Con defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +7% temporal +9% darkness +3% acid Unlife -60.00 life A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats +8 Str +2 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 85.1 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +2 Cun +3 Con offense ------ Damage +3% lightning +6% darkness When Hit 2 darkness defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +15% light Ignore resists +10% darkness On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Armor +1 Fatigue +1% Resistance +3% darkness other ------- Light +1 A hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% cold defense ------ Armor +3 Fatigue +5% Resistance +3% lightning +6% cold Spell save +3 (+2 eff.) Unlife -80.00 life Silence Resist +10% other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Con offense ------ Ignore resists +15% nature +10% cold When Hit 6 nature defense ------ Armor +12 Fatigue +4% Resistance +6% temporal Spell save +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Critical power +10.00% Mindpower +10 (+5 eff.) Damage +3% mind Ignore resists +5% fire On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Physical save +6 (+2 eff.) Healmod +13% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to belt When attached: defense ------ Fatigue -8% other ------- Encumbrance +20 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: offense ------ Accuracy +4 (+1 eff.) other ------- Light +4 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun defense ------ Mind save +6 (+3 eff.) Tinkers can be attached to normal items to improve them with steam power! |
simple frost salve [power 20] simple frost salve [power 20]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 53% cooldown modifier. Remove 1 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 244] simple healing salve [power 244]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 53% cooldown modifier. Heal 244 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent healing salve [power 320] potent healing salve [power 320]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 53% cooldown modifier. Heal 320 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful healing salve [power 396] powerful healing salve [power 396]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 53% cooldown modifier. Heal 396 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent pain suppressor salve [power 274] potent pain suppressor salve [power 274]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 178% efficiency and 53% cooldown modifier. Let you fight up to -274 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +6% lightning When Hit 2 lightning 2 darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Resistance +12% lightning other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Physical Power +15 (+5 eff.) Ignore resists +15% physical Ignore Armor +6 When Hit 2 physical defense ------ Resistance +3% nature While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +5 Str +4 Wil +4 Cun offense ------ Mindpower +5 (+2 eff.) defense ------ Fatigue -6% other ------- EQ when Hit +0.16 Hate-on-crit +3.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 75% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +9% acid Ignore resists +20% acid When Hit 2 acid defense ------ Resistance +6% acid +3% light +5% arcane Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 107 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Spellpower +5 (+3 eff.) defense ------ Mind save +15 (+7 eff.) Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 168 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce fatigue by 25% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Con offense ------ Critical power +10.00% Mindpower +10 (+5 eff.) Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Mag offense ------ Critical power +15.00% Spellpower/crit +4 defense ------ Resistance +9% light Crit Resistance 10.00% other ------- Mana/turn +0.08 Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +3% arcane On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Resistance +9% nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 turn cooldown 100% to increase all damage by 14% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +18% light defense ------ Resistance +9% acid +6% fire +12% temporal Create a radius 3 storm for 5 turns. Each turn, creatures within take 30 lightning damage and will be dazed for 1 turn (154 total damage) Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Risen the Doomelf Annihilator level 16
32nd Dusk 122nd year of Ascendancy at 03:54 see stats
By Risen the Doomelf Annihilator level 6
77th Pyre 122nd year of Ascendancy at 03:18 see stats
By Risen the Doomelf Annihilator level 10
3rd Dusk 122nd year of Ascendancy at 05:51 see stats
By Risen the Doomelf Annihilator level 20
2nd Haze 122nd year of Ascendancy at 05:12 see stats
By Risen the Doomelf Annihilator level 9
8th Flare 122nd year of Ascendancy at 13:05 see stats
By Risen the Doomelf Annihilator level 12
11st Dusk 122nd year of Ascendancy at 02:38 see stats
By Risen the Doomelf Annihilator level 20
2nd Haze 122nd year of Ascendancy at 11:46 see stats
Log
Burning from Xanoma the awoken tentacle tree hits Risen for (95 absorbed), 0 fire (0 total damage).
Xanoma the awoken tentacle tree strafes with his steamguns!
Risen's Explosive Shell misses Xanoma the awoken tentacle tree.
Xanoma the awoken tentacle tree's Strafe performs a ranged critical strike against Risen!
Risen is crippled.
Xanoma the awoken tentacle tree's Strafe performs a ranged critical strike against Risen!
Risen is afflicted by a crippling illness!
You carry too much--you are encumbered!
Drop some of your items.
Xanoma the awoken tentacle tree's Strafe hits Risen for (55 reactive armor), (41 exoskeleton), 41 physical, (3 exoskeleton), 3 physical, (2 exoskeleton), 2 blight, (5 exoskeleton), 5 blight, (5 exoskeleton), 5 fire (56 total damage).
Xanoma the awoken tentacle tree's Strafe hits Risen for (2 exoskeleton), 108 physical, (0 exoskeleton), 12 physical, (0 exoskeleton), 3 blight, (0 exoskeleton), 11 blight (133 total damage).
LOW HEALTH WARNING!
Xanoma the awoken tentacle tree's dazing lightning area effect hits Risen for (0 exoskeleton), 12 lightning (12 total damage).
Risen is dazed!
Risen's Reactive Armor misses Xanoma the awoken tentacle tree.
LIFE LOST WARNING!
Risen activates Shockstaff.
Risen shoots!
Burning Phosphorous from Risen hits Xanoma the awoken tentacle tree for 3 fire, 3 cold, 3 lightning, 3 arcane (11 total damage).
Deep Wound from Risen hits Xanoma the awoken tentacle tree for 6 fire, 5 cold, 5 lightning, 5 arcane (22 total damage).
Burning from Xanoma the awoken tentacle tree hits Xanoma the awoken tentacle tree for 114 fire damage.
Risen is not dazed anymore.
Risen stops burning.
Talent Implant: Medical Injector is ready to use.
Talent Reactive Armor is ready to use.
Melee retaliation hits Xanoma the awoken tentacle tree for 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane, 1 fire, 1 cold, 1 lightning, 1 arcane (17 total damage).
Tentacle Constriction from Xanoma the awoken tentacle tree hits Risen for (0 exoskeleton), 123 darkness (123 total damage).
Risen the level 21 doomelf annihilator was shadowed to death by Xanoma the awoken tentacle tree on level 3 of The Maze.
You are no longer encumbered.