










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. 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.
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 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. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Orcs |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Whitehoof |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 38 / 73% |
Size | medium |
Lifes / Deaths | Killed by Glorama the mecharachnid destroyer at level 38 on the 34th Pain 124th year of Ascendancy at 21:10 / 1 |
Primary Stats
Strength | 85 (base 60) |
Dexterity | 32 (base 10) |
Constitution | 20 (base 16) |
Magic | 78 (base 60) |
Willpower | 7 (base 10) |
Cunning | 44 (base 27) |
Resources
Life | -306/1179 |
Positive | 40/161 |
Stamina | 196/204 |
Steam | 100/100 |
Healing Factor | 1.2070588855781 |
Regeneration | 15.631412568236 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +4.4408920985006E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Offense: Mainhand
Damage | 169 |
Accuracy | 52 |
Crit Chance | 41% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 46 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +25% |
Cold | +37% |
All | 0% |
Lightning | +25% |
Light | +28% |
Temporal | +6% |
Physical | +10% |
Fire | +35% |
Darkness | +18% |
Offense: Damage Penetration
Lightning | +25% |
Light | +62% |
Cold | +25% |
Darkness | +35% |
Arcane | +25% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 70.551211628464 (93.607947236566%) |
Defense | 31 |
Ranged Defense | 40 |
Fatigue | 49 |
Physical Save | 42 |
Spell Save | 36 |
Mental Save | 39 |
Defense: Resistances
Acid | + 9%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Darkness | + 6%( 70%) |
Light | + 39%( 70%) |
Temporal | + 24%( 70%) |
Mind | + 18%( 70%) |
Lightning | + 56%( 70%) |
Fire | + 15%( 70%) |
Nature | + 3%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 26% |
Poison Resistance | 100% |
Blind Resistance | 54% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 90% |
Pinning Resistance | 70% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
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 140% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
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 112% efficiency and cooldown mod of 53%. Its effects scale with your Willpower stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 4/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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. | active |
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. | active |
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. | active |
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 |
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 |
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 |
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 | ![]() 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+2 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +8% Resistance +10% fire Physical save +12 (+4 eff.) Pinning Resist +70% Knockbk Resist +20% Teleport Resist +100% These boots have a 10% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (64 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (111 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: offense ------ Damage +6% cold +6% temporal Ignore resists +10% darkness When Hit 8 darkness defense ------ Defense +8 (+4 eff.) Resistance +12% temporal +6% darkness +15% cold Physical save +16 (+5 eff.) Spell save +16 (+7 eff.) Mind save +13 (+5 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Str +2 Dex defense ------ Armor +3 Fatigue +3% Resistance +9% acid +18% mind +12% lightning Mind save +19 (+7 eff.) Unlife -80.00 life Confus Resist +26% A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Dex offense ------ Accuracy +24 (+6 eff.) defense ------ Armor +7 Fatigue +5% Resistance +15% lightning +15% cold +3% nature +5% arcane Mind save +8 (+3 eff.) Life +57.00 Life Regen +3.70 Disarm Resist +90% other ------- Stamina/turn +0.60 Psi/turn +0.21 Talents +4 Iron Grip Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +16 Ignore Armor +15 Critical Rate +16.0% Attack Speed 83% On Hit: 10% Battle Shout level 5 On Hit: 10% Second Wind level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +6% light +6% cold Ignore resists +5% light defense ------ Armor +6 Unlife -80.00 life Poison Resist +10% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 48. Torques are made by powerful psionics to store psionic powers. |
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. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Critical power +15.00% Spellpower/crit +10 When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% temporal Spell save +6 (+3 eff.) Life Regen +5.00 Stun Resist +44% other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +11% lightning Stun Resist +21% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 180% Range: 1.0x-1.5x Uses 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% On Hit: * splashes acid on your target dealing 32 damage and reducing their armor While equipped: Stats +2 Dex +2 Con offense ------ Damage +10% physical defense ------ Armor +6 Defense +6 (+3 eff.) Stun Resist +30% Knockbk Resist +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Around waist | ![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+7 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 1/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 20 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. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Ego++] Arcane/Master When used to Attack: Weapon Damage 185% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +193 On-crit, radius 2 +33 light +11 fire On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Physical Power +9 (+2 eff.) On shield block: * Deals 119 light and fire damage to each enemy blocked defense ------ Armor +10 Fatigue +8% Resistance +8% light +5% fire other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Critical power +17.00% Damage +12% light +18% darkness Ignore resists +25% darkness +10% light Accuracy +7 (+2 eff.) Ignore Armor +9 On-Hit (Melee): * 20% chance to reduce damage dealt by 13% defense ------ Defense +2 (+1 eff.) Resistance +18% lightning Stealth +10 Stun Resist +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Ego+] Nature/Master While equipped: defense ------ Armor +22 Hardiness +20% Fatigue +25% Life +25.00 Life Regen +4.00 Healmod +12% A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance 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, 5 light, 4 cold, 3 arcane, 4 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: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 30.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect 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: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 176.46 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 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 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 [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +11% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: defense ------ Blind Resist +23% other ------- Infravision +3 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +10% arcane Accuracy +6 (+2 eff.) defense ------ Resistance +10% arcane Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Blind Resist +28% other ------- Infravision +4 See Stealth +7 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str offense ------ Accuracy +10 (+3 eff.) Ignore Armor +7 defense ------ Armor +4 Defense +7 (+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 3 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 72% 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 +2 Con defense ------ Physical save +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: Stats +6 Con +7 Wil offense ------ Critical power +20.00% Ignore resists +10% physical Ignore Armor +2 On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +2% physical +5% arcane +6% cold Mind save +14 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. 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 T4 ring jewelry [Ego+] Master While equipped: Stats +5 Con defense ------ Spell save +10 (+5 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +8 Con offense ------ Accuracy +11 (+3 eff.) Ignore Armor +11 defense ------ Defense +11 (+5 eff.) Physical save +16 (+5 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 3 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 72% 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! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Master Weapon Damage 152% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Nature Weapon Damage 134% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +7 Str +9 Dex +10 Mag +10 Wil +12 Cun +9 Con Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 164% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage While equipped: Stats +13 Str offense ------ Damage +12% physical Accuracy +19 (+5 eff.) Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Nature/Psionic Weapon Damage 164% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +14 mind On Hit: * 28% chance to reduce all saves and defense by 15 While equipped: Stats +20 Wil +6 Cun +13 Con defense ------ Life +49.00 Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 142% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Nature/Psionic Weapon Damage 161% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +10 Str +10 Dex +9 Mag +10 Wil +10 Cun +7 Con Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego+] Nature Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +4 Str +5 Dex +5 Mag +5 Wil +5 Cun +7 Con Sharp, long, and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Rare] Master Weapon Damage 131% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +20 nature While equipped: Stats +5 Wil offense ------ Damage +9% arcane +9% blight Accuracy +13 (+3 eff.) When Hit 6 arcane defense ------ Defense +13 (+6 eff.) Disarm Resist +34% other ------- Mana/turn +0.24 Vim-on-crit +2.00 Sharp, short and deadly. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Ego+] Arcane/Steamtech Weapon Damage 112% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +22 Uses 1.0 Steam When used to Attack: On-crit, radius 2 +19 light +10 fire While equipped: offense ------ On shield block: * Deals 119 light and fire damage to each enemy blocked defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +7% light +6% fire 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 T4 steamsaw 1H weapon [Rare] Master/Steamtech Weapon Damage 142% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +72 On-Hit, radius 1 +12 light +20 cold Uses 1.0 Steam While equipped: offense ------ Damage +30% acid Ignore resists +15% light +25% acid On shield block: * Cause enemies within radius 6 to bleed for 238 physical damage over 5 turns (1/turn) defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +15% acid 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 T4 steamsaw 1H weapon [Rare] Nature/Steamtech Weapon Damage 143% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +72 On-hit +16 mind On-Hit, radius 1 +16 lightning On Hit: * 20 arcane resource burn Uses 1.0 Steam While equipped: defense ------ Armor +5 Defense +8 (+4 eff.) Fatigue +10% Resistance +12% lightning +20% light Life +80.00 other ------- Max hate +6.00 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 T4 arrow ammo Reqs Dex 35 [Rare] Arcane Weapon Damage 154% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 20 On-ranged-hit +20 blight +36 cold On-Hit, radius 1 +8 light +20 mind On-crit, radius 2 +20 blight +20 mind Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Psionic Weapon Damage 155% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 21 On-ranged-hit +18 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 73 physical damage Shots are used with slings to pummel your foes to death. |
![]() 7.0 Encumbrance T4 shield armor [Rare] Master When used to Attack: Weapon Damage 154% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +213 While equipped: offense ------ Damage +6% fire +18% cold When Hit 8 fire defense ------ Armor +32 Fatigue +8% Resistance +6% fire Physical save +12 (+4 eff.) Teleport Resist +20% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 100% Str Damage Ice Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +8.0% Block +150 On Hit: 15% Ice Shards level 3 While equipped: defense ------ Armor +20 Defense +5 (+2 eff.) Ranged Defense +12 (+4 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 17.0 Encumbrance T4 massive armor [Rare] Arcane While equipped: Stats +6 Dex +3 Mag +2 Wil +9 Con offense ------ Ignore resists +10% nature When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Armor +13 Fatigue +35% Resistance +11% fire -18% light +10% darkness Crit Resistance 15.00% Physical save +8 (+2 eff.) Spell save +9 (+4 eff.) Mind save +9 (+3 eff.) A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +5 Wil +5 Cun offense ------ Physical Crit +9.0% Spell Crit +4% Mind Crit +8% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Unique] Nature While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Armor +2 Defense +9 (+4 eff.) Resistance +15% cold Physical save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Damage +18% mind Accuracy +15 (+4 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -7% Resistance +6% acid +18% lightning Spell save +9 (+4 eff.) Life +66.00 other ------- Max stamina +17.00 Max psi +40.00 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] Master While equipped: offense ------ When Hit 4 cold defense ------ Armor +13 Defense +2 (+1 eff.) Resistance +6% mind +14% cold Crit Resistance 15.00% Mind save +15 (+5 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 T3 feet armor [Rare] Psionic While equipped: Stats +4 Wil +4 Cun +4 Con offense ------ Critical power +15.00% Mindpower +5 (+2 eff.) Ignore resists +7% physical +20% mind +15% cold defense ------ Armor +3 other ------- EQ when Hit +0.04 Light +2 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 22 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +5 Wil defense ------ Armor +3 Resistance +6% mind +12% cold Spell save +3 (+2 eff.) Life Regen +1.00 Healmod +12% Silence Resist +20% other ------- EQ when Hit +0.04 Max psi +10.00 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Wil offense ------ Mind Crit +1% Physical Power +5 (+1 eff.) Damage +9% fire Ignore resists +15% mind +10% fire defense ------ Armor +2 Mind save +3 (+1 eff.) other ------- Max psi +20.00 Unarmed combat: Weapon Damage 127% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +12% mind +18% darkness +3% light Ignore resists +10% light defense ------ Armor +2 Physical save +20 (+6 eff.) Spell save +5 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +28% Unarmed combat: Weapon Damage 115% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +7 physical On Hit: 10% Juggernaut level 1 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Cun offense ------ On-Hit (Melee): * 20% chance to slow global speed by 40% defense ------ Armor +2 Resistance +9% lightning +5% arcane Life Regen +4.00 other ------- Stamina/turn +0.80 Max stamina +16.00 See Invisibility +3 Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Nightmare level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 5 blight Damage +4% blight +3% arcane defense ------ Armor +1 Fatigue +1% Resistance +5% blight Unarmed combat: Weapon Damage 99% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +5 arcane On-crit, radius 2 +5 blight +5 arcane On Hit: 20% Soul Rot level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 100% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +3 Critical Rate +6.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 122% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical 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 12 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 36 addition nature damage over 3 turns (damage based on Cunning). Uses 12 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 [Ego+] Disrupt/Psionic While equipped: defense ------ Armor +3 Fatigue +5% Resistance +11% blight +14% darkness +15% arcane Affinity +8% nature Spell save +18 (+7 eff.) Life Regen +4.00 other ------- Stamina/turn +1.50 Max stamina +26.00 Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Weapon Damage 137% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Nightmare level 5 On Crit: 20% Call of the Ooze level 2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex offense ------ Ignore Armor +5 defense ------ Armor +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Damage +6% acid +6% light Ignore resists +10% light +25% lightning defense ------ Armor +3 Fatigue +3% Resistance +11% darkness +6% lightning other ------- Light +3 Infravision +4 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +1 Fatigue +1% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +6 Wil +4 Cun offense ------ Critical power +10.00% Damage +6% cold defense ------ Armor +3 Fatigue +3% Resistance +15% acid +5% arcane +6% nature Mind save +8 (+3 eff.) other ------- Light +2 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Physical Power -10 (-3 eff.) Spellpower -10 (-4 eff.) Mindpower -10 (-9 eff.) defense ------ Defense -10 (-5 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 +5 Con offense ------ Damage +24% darkness defense ------ Armor +3 Fatigue +3% Resistance +6% lightning +6% temporal Mind save +9 (+3 eff.) Stun Resist +20% A cap made of leather. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +10 Cun +6 Dex offense ------ Critical power +15.00% Mindpower +15 (+7 eff.) Ignore resists +25% darkness When Hit 6 darkness defense ------ Armor +4 Fatigue +4% 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 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: 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 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 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 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. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+2 eff.) other ------- Light +3 See Stealth +5 See Invisibility +5 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +5 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 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 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
powerful fiery salve [power 17] powerful fiery salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 53% cooldown modifier. Remove 2 magical effects and grants a fiery aura (17% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 53% cooldown modifier. Remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 53% cooldown modifier. Remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +8 Wil offense ------ Damage +6% temporal +7% nature +18% mind When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 15 defense ------ Resistance +11% nature Mind save +9 (+3 eff.) other ------- Max psi +40.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T2 misc tool [Unique] Master While equipped: Stats +5 Cun offense ------ Physical Crit +5.0% Accuracy +10 (+3 eff.) other ------- Infravision +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() 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 128% 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 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+0 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 41 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 160 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +4 Dex +5 Mag offense ------ Ignore resists +25% mind other ------- Light +3 See Invisibility +18 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 302 physical damage Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 290 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Mag offense ------ Spell Crit +1% Spellpower +15 (+5 eff.) Damage +15% fire When Hit 4 fire other ------- Mana-on-crit +2.00 Max mana +80.00 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Ego+] Nature Sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 332 Puts all charms on 15 turn cooldown 100% to increase all damage by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 144 cold damage Puts all charms on 15 turn cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to gain a 10% 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. |
![]() 2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+6 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 129 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 Encumbrance muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
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 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Silidawyn the Whitehoof Sun Paladin level 37
27th Pain 124th year of Ascendancy at 10:33 see stats
By Silidawyn the Whitehoof Sun Paladin level 12
31st Retaking 124th year of Ascendancy at 13:30 see stats
By Silidawyn the Whitehoof Sun Paladin level 29
40th Revenge 124th year of Ascendancy at 11:02 see stats
By Silidawyn the Whitehoof Sun Paladin level 26
29th Revenge 124th year of Ascendancy at 07:36 see stats
By Silidawyn the Whitehoof Sun Paladin level 10
21st Retaking 124th year of Ascendancy at 13:33 see stats
By Silidawyn the Whitehoof Sun Paladin level 20
17th Revenge 124th year of Ascendancy at 14:48 see stats
By Silidawyn the Whitehoof Sun Paladin level 30
51st Revenge 124th year of Ascendancy at 18:16 see stats
By Silidawyn the Whitehoof Sun Paladin level 32
2nd Pain 124th year of Ascendancy at 02:29 see stats
By Silidawyn the Whitehoof Sun Paladin level 34
8th Pain 124th year of Ascendancy at 07:43 see stats
By Silidawyn the Whitehoof Sun Paladin level 35
11st Pain 124th year of Ascendancy at 23:59 see stats
By Silidawyn the Whitehoof Sun Paladin level 21
19th Revenge 124th year of Ascendancy at 09:01 see stats
By Silidawyn the Whitehoof Sun Paladin level 34
9th Pain 124th year of Ascendancy at 11:43 see stats
By Silidawyn the Whitehoof Sun Paladin level 15
44th Retaking 124th year of Ascendancy at 07:50 see stats
Log
Silidawyn hits Glorama the mecharachnid destroyer for (17 flat reduction), 81 fire, (17 flat reduction), 75 cold, (17 flat reduction), 45 lightning, (17 flat reduction), 74 arcane, (17 flat reduction), 30 light, (17 flat reduction), 32 fire, (17 flat reduction), 30 light, (17 flat reduction), 29 cold, (17 flat reduction), 30 light, (17 flat reduction), 14 lightning, (17 flat reduction), 30 light, (17 flat reduction), 29 arcane, (6 flat reduction), 0 fire, (5 flat reduction), 0 cold, (4 flat reduction), 0 lightning, (5 flat reduction), 0 arcane, (3 flat reduction), 0 light, (3 flat reduction), 0 fire, (3 flat reduction), 0 light, (3 flat reduction), 0 cold, (3 flat reduction), 0 light, (2 flat reduction), 0 lightning, (3 flat reduction), 0 light, (3 flat reduction), 0 arcane (496 total damage).
Glorama the mecharachnid destroyer's bladed cloak lashes out, cutting Silidawyn!
Glorama the mecharachnid destroyer damages himself through Martyrdom!
Glorama the mecharachnid destroyer hits Silidawyn for (5 flat reduction), 102 physical (102 total damage).
Silidawyn hits Glorama the mecharachnid destroyer for (3 flat reduction), 0 fire, (3 flat reduction), 0 cold, (2 flat reduction), 0 lightning, (3 flat reduction), 0 arcane, (2 flat reduction), 0 light, (2 flat reduction), 0 fire, (2 flat reduction), 0 light, (2 flat reduction), 0 cold, (2 flat reduction), 0 light, (1 flat reduction), 0 lightning, (2 flat reduction), 0 light, (2 flat reduction), 0 arcane (0 total damage).
Glorama the mecharachnid destroyer uses Spring Grapple.
Silidawyn resists the pin!
Glorama the mecharachnid destroyer damages himself through Martyrdom!
Glorama the mecharachnid destroyer hits Silidawyn for (5 flat reduction), 5 physical, (5 flat reduction), 5 cold (11 total damage).
Melee retaliation hits Glorama the mecharachnid destroyer for (0 flat reduction), 0 fire, (0 flat reduction), 0 cold, (0 flat reduction), 0 lightning, (0 flat reduction), 0 arcane, (0 flat reduction), 0 light, (0 flat reduction), 0 fire, (0 flat reduction), 0 light, (0 flat reduction), 0 cold, (0 flat reduction), 0 light, (0 flat reduction), 0 lightning, (0 flat reduction), 0 light, (0 flat reduction), 0 arcane, (1 flat reduction), 0 fire, (1 flat reduction), 0 cold, (1 flat reduction), 0 lightning, (1 flat reduction), 0 arcane, (1 flat reduction), 0 light, (1 flat reduction), 0 fire, (1 flat reduction), 0 light, (1 flat reduction), 0 cold, (1 flat reduction), 0 light, (0 flat reduction), 0 lightning, (1 flat reduction), 0 light, (1 flat reduction), 0 arcane (0 total damage).
Silidawyn hits Glorama the mecharachnid destroyer for (0 flat reduction), 0 fire, (0 flat reduction), 0 cold, (0 flat reduction), 0 lightning, (0 flat reduction), 0 arcane, (0 flat reduction), 0 light, (0 flat reduction), 0 fire, (0 flat reduction), 0 light, (0 flat reduction), 0 cold, (0 flat reduction), 0 light, (0 flat reduction), 0 lightning, (0 flat reduction), 0 light, (0 flat reduction), 0 arcane, (0 flat reduction), 0 fire, (0 flat reduction), 0 cold, (0 flat reduction), 0 lightning, (0 flat reduction), 0 arcane, (0 flat reduction), 0 light, (0 flat reduction), 0 fire, (0 flat reduction), 0 light, (0 flat reduction), 0 cold, (0 flat reduction), 0 light, (0 flat reduction), 0 lightning, (0 flat reduction), 0 light, (0 flat reduction), 0 arcane (0 total damage).
Silidawyn's Healing Light has been disrupted by anti-magic forces!
Glorama the mecharachnid destroyer uses Steady Shot.
Glorama the mecharachnid destroyer damages himself through Martyrdom!
Glorama the mecharachnid destroyer's Steady Shot hits Silidawyn for (5 flat reduction), 280 physical (280 total damage).
Silidawyn hits Glorama the mecharachnid destroyer for (11 flat reduction), 0 fire, (10 flat reduction), 0 cold, (7 flat reduction), 0 lightning, (10 flat reduction), 0 arcane, (6 flat reduction), 0 light, (5 flat reduction), 0 fire, (6 flat reduction), 0 light, (5 flat reduction), 0 cold, (6 flat reduction), 0 light, (3 flat reduction), 0 lightning, (6 flat reduction), 0 light, (5 flat reduction), 0 arcane (0 total damage).
Silidawyn tries to evade attacks.
Silidawyn casts Healing Light.
Silidawyn's spell attains critical power!
Silidawyn is surging arcane power.
Silidawyn receives 362 healing.
Glorama the mecharachnid destroyer has shook off the effects of their corrosion.
Glorama the mecharachnid destroyer uses Headshot.
Glorama the mecharachnid destroyer's Headshot performs a ranged critical strike against Silidawyn!
Glorama the mecharachnid destroyer damages himself through Martyrdom!
Glorama the mecharachnid destroyer's Headshot hits Silidawyn for (5 flat reduction), 540 physical (540 total damage).
Silidawyn hits Glorama the mecharachnid destroyer for (16 flat reduction), 0 fire, (15 flat reduction), 0 cold, (10 flat reduction), 0 lightning, (15 flat reduction), 0 arcane, (9 flat reduction), 0 light, (8 flat reduction), 0 fire, (9 flat reduction), 0 light, (7 flat reduction), 0 cold, (9 flat reduction), 0 light, (5 flat reduction), 0 lightning, (9 flat reduction), 0 light, (7 flat reduction), 0 arcane (0 total damage).
Silidawyn the level 38 whitehoof sun paladin was sliced to death by Glorama the mecharachnid destroyer on level 2 of G.E.M..