
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. 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:
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: 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 |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Halfling |
Class | Gunslinger |
Level / Exp | 32 / 94% |
Size | small |
Lifes / Deaths | Killed by Eilinemina the shimmering crystal at level 9 on the 11st Haze 122nd year of Ascendancy at 20:00 0 / 7Killed by ShortStack at level 12 on the 30th Haze 122nd year of Ascendancy at 11:23 Killed by Arabreriavea the shadowblade at level 14 on the 38th Haze 122nd year of Ascendancy at 04:40 Killed by Aeremira the wolf at level 24 on the 14th Regrowth 123rd year of Ascendancy at 08:18 Killed by Emurissra the ghast at level 24 on the 34th Regrowth 123rd year of Ascendancy at 05:31 Killed by Eloth the gaeramarth at level 27 on the 58th Regrowth 123rd year of Ascendancy at 08:23 Killed by Glumith the ghast at level 32 on the 70th Pyre 123rd year of Ascendancy at 10:59 |
Primary Stats
Strength | 30 (base 17) |
Dexterity | 92 (base 60) |
Constitution | 27 (base 11) |
Magic | 14 (base 10) |
Willpower | 40 (base 10) |
Cunning | 85.6 (base 60) |
Resources
Life | -277/806 |
Steam | 100/100 |
Healing Factor | 1.1886945338483 |
Regeneration | 0.29717363346207 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 13 |
Infravision | 4 |
See Stealth | 51.400202972207 |
See Invisible | 48.400202972207 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 75 |
Accuracy | 72 |
Crit Chance | 53% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 75 |
Accuracy | 72 |
Crit Chance | 53% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 14 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +54% |
Lightning | +17% |
Arcane | +3% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Blight | +20% |
Arcane | +15% |
Mind | +10% |
All | 0% |
Lightning | +15% |
Physical | +25% |
Darkness | +30% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 51.522593642275 (82.32946707186%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 19 |
Physical Save | 41 |
Spell Save | 31 |
Mental Save | 41 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 13%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 17%( 70%) |
All | + 7%( 70%) |
Darkness | + 70%( 70%) |
Temporal | + 16%( 70%) |
Lightning | + 38%( 70%) |
Mind | + 13%( 70%) |
Fire | + 16%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 90% |
Disarm Resistance | 100% |
Confusion Resistance | 35% |
Knockback Resistance | 23% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 816% 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 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 144% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 137 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 Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Steamtech / Elusiveness | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Steamtech / Avoidance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Gunsnake. Escort: injured seer (level 3 of Norgos Lair) | failed |
You failed to protect the lone alchemist from death by Xymina the dire wolf. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by greater shivgoroth. Escort: lost sun paladin (level 2 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed chunk of ghoul flesh. * You've found the needed ritch stinger. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed sandworm tooth. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed vial of elder vampire blood. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bear paw. * You've found the needed ice wyrm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +6 Str +5 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +9 Defense +9 (+3 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% other ------- Talents +4 Rocket Boots These boots have a 6% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (89 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (150 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 16 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. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Ego+] Master Weapon Damage 48.5 - 58.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +5 Critical Rate +13.5% Capacity 24 On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +3 Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +4% Mindpower +5 (+2 eff.) Ignore resists +15% acid defense ------ Blind Resist +30% Confus Resist +15% other ------- Hate-on-crit +1.00 Light +8 See Stealth +11 See Invis +8 Track: Puts all charms on 35 turn cooldown Effective talent level: 3.6 Power cost 35 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Mag +3 Wil offense ------ Critical power +15.00% Damage +3% arcane Ignore resists +20% blight Accuracy +9 (+2 eff.) defense ------ Armor +3 Fatigue +3% Resistance +11% cold Spell save +6 (+3 eff.) other ------- Max mana +40.00 Light +5 Breathe water A hat made of leather. Very stylish. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +4 Str offense ------ Physical Power +9 (+3 eff.) defense ------ Armor +8 Fatigue +5% Mind save +9 (+3 eff.) Life +75.00 Disarm Resist +90% other ------- Talents +4 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +4 Dex +1 Con offense ------ Physical Power +10 (+3 eff.) Ignore resists +5% lightning When Hit 4 physical defense ------ Defense +10 (+3 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to gain a 28% chance to evade weapon attacks for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% darkness Ignore resists +10% mind defense ------ Resistance +25% darkness Mind save +11 (+4 eff.) Confus Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Psi when Hit +0.08 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ When Hit 4 nature defense ------ Resistance +5% arcane +3% darkness Physical save +4 (+1 eff.) Spell save +10 (+5 eff.) Life +20.00 Disarm Resist +20% Pinning Resist +20% Knockbk Resist +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun +7 Dex offense ------ Damage +6% darkness Ignore resists +5% darkness +10% lightning defense ------ Resistance +3% lightning +6% darkness Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T2 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On Hit: * splashes acid on your target dealing 51 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +2 Str +4 Dex +12 Wil +14 Con offense ------ Physical Power +6 (+2 eff.) defense ------ Physical save +7 (+2 eff.) Spell save +4 (+2 eff.) Life +44.00 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: Stats +5 Cun +6 Dex offense ------ Physical Crit +8.0% Mind Crit +7% defense ------ Fatigue -12% Resistance +18% acid +6% blight +6% mind +12% nature Physical save +7 (+2 eff.) Healmod +5% Pinning Resist +20% other ------- Encumbrance +30 A belt that goes around your waist. |
In off hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +7 lightning On Hit: * splashes acid on your target dealing 47 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +4 Str +3 Dex offense ------ Physical Crit +5.0% Physical Power +7 (+2 eff.) Damage +17% lightning Ignore resists +10% nature Accuracy +8 (+2 eff.) other ------- Reload +4 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +5 Wil offense ------ Damage +37% darkness Ignore resists +25% darkness +15% arcane defense ------ Defense +4 (+1 eff.) Resistance +37% darkness +30% lightning Spell save +4 (+2 eff.) Stealth +26 Life +39.00 Stun Resist +50% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana-on-crit +1.00 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 T2 heavy armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +5 (+2 eff.) Ignore resists +25% physical Ignore Armor +2 defense ------ Armor +26 Hardiness +20% Defense +24 (+7 eff.) Fatigue +15% Resistance +9% temporal other ------- Max stamina +30.00 A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 119% efficiency and cooldown mod of 89%. 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 156% efficiency and cooldown mod of 82%. 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: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 75%. 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: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 100%. Its effects scale with your Cunning 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 139% efficiency and cooldown mod of 54%. 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 T1 implant scroll [Normal] 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 9.0 steam per turn. Can be activated for an instant burst of 45 steam. 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 11.4 steam per turn. Can be activated for an instant burst of 57 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 T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.5 steam per turn. Can be activated for an instant burst of 38 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 [Normal] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -217 life. The duration and life will increase by 1% for every 1% life you have lost (currently 509 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 26 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -438 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1028 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 593% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 491 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 167 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 162 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 21%, your defense is increased by 21 and all your resistances by 21%. 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 rune scroll [Ego] Arcane When inscribed on your body: Range 8 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 22%, your defense is increased by 22 and all your resistances by 22%. 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 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 15 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 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. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 310.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 36% all resistance, you move 54% faster, and you are invisible (power 29). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 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 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 36 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. 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 [Ego] 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 419 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str defense ------ Resistance +10% nature +11% blight Poison Resist +20% Disease Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +15% lightning Stun Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+2 eff.) Spell save +9 (+5 eff.) Mind save +9 (+3 eff.) Life Regen +2.00 Stun Resist +25% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+3 eff.) Life +21.00 Disarm Resist +25% Pinning Resist +22% Knockbk Resist +25% Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Rare] Arcane Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +4.5% Attack Speed 100% Ignore Shields +15% While equipped: Stats +2 Dex offense ------ Mind Crit +6% Mindpower +30 (+10 eff.) defense ------ Crit Resistance 10.00% other ------- Psi when Hit +0.12 Hate-on-crit +2.00 Infravision +3 One-handed war axes. |
![]() 4.0 Encumbrance T1 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 50% Range +4 Projectile Speed +600% On-ranged-hit +5 physical Recursive +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Attack Speed 100% Damage Multiplier 125% Range +7 Projectile Speed +300% Damage Conversion 80% fire burn Uses 2.0 Steam While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Flare: Effective talent level: 3.0 Power cost 18 out of 20/20. Range 8 Cooldown: 7 Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 32 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Unique] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 100% Range +7 Projectile Speed +600% Damage Against +25% Undead On Crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Uses 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Nature/Disrupt/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +13 nature On Crit: * silences the target Uses 2.0 Steam While equipped: Stats +4 Cun +3 Con offense ------ Mind Crit +3% Critical power +10.00% Mindpower +5 (+2 eff.) Ignore resists +8% nature +7% physical other ------- EQ when Hit +0.08 Masteries +0.10 Wild-gift/Fungus Regenerate 160 life over 5 turns Puts all charms on 18 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 shot ammo [Ego++] Master Weapon Damage 25.5 - 30.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +20.5% Capacity 13 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+4 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 45.49 to 56.87 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 3.0 Power cost 44 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 29.60 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +1 Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Con offense ------ Physical Power +30 (+9 eff.) Ignore resists +25% cold Ignore Armor +3 defense ------ Armor +2 Physical save +18 (+6 eff.) Unlife -80.00 life Life Regen +5.00 other ------- Stamina/turn +0.80 Max stamina +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str +6 Dex +3 Cun +11 Con offense ------ Ignore resists +5% lightning Accuracy +10 (+2 eff.) defense ------ Armor +3 Fatigue +3% Unlife -40.00 life A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +6 Str +3 Con offense ------ Critical power +20.00% Damage +14% darkness Accuracy +10 (+2 eff.) defense ------ Armor +4 Defense +12 (+4 eff.) Resistance +21% darkness +6% temporal other ------- Stamina/turn +3.00 A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Ignore resists +10% lightning On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Fatigue +4% Resistance +12% acid +11% cold +5% arcane +12% fire 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] Psionic While equipped: offense ------ Damage +9% fire On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +4 Defense +10 (+3 eff.) Fatigue +4% Resistance +15% mind +12% darkness Mind save +22 (+7 eff.) Confus Resist +26% 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 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 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 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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 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. |
![]() 1.0 Encumbrance T3 lite [Random Unique] Nature/Disrupt While equipped: Stats +2 Str offense ------ Ignore Armor +2 defense ------ Armor +6 Resistance +3% physical +3% all Physical save +9 (+3 eff.) Spell save +8 (+4 eff.) Life +53.00 Healmod +16% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 24] powerful fiery salve [power 24]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 67% cooldown modifier. Remove 2 magical effects and grants a fiery aura (24% fire, light and lightning affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 24] powerful frost salve [power 24]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 67% cooldown modifier. Remove 2 physical effects and grants a frost aura (24% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
potent healing salve [power 264] potent healing salve [power 264]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 67% cooldown modifier. Heal 264 Puts Talent Medical Injector on 13 turn cooldown Medical salve. |
potent pain suppressor salve [power 226] potent pain suppressor salve [power 226]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 67% cooldown modifier. Let you fight up to -226 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 9 turn cooldown Activation is instant. Medical salve. |
potent water salve [power 20] potent water salve [power 20]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 67% cooldown modifier. Remove 1 mental effects and grants a water aura (20% blight, mind and acid affinity). Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex defense ------ Armor +6 Resistance +12% nature Life +20.00 other ------- Hate-on-crit +2.00 Max stamina +19.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 18 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 175 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 +3% fire Ignore resists +15% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 22% defense ------ Resistance +9% lightning Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +15% mind Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce damage dealt by 22% Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 18% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +4 Wil +2 Cun +4 Con offense ------ Ignore resists +20% darkness When Hit 4 darkness other ------- Infravision +1 Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to reduce fatigue by 38% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +3% lightning +30% acid Ignore resists +15% acid When Hit 4 nature On-Hit (Melee): * 20% chance to reduce armor by 18% Summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 453 Base Damage: 215 Armor: 12 All Resist: 9 Puts all charms on 22 turn cooldown 100% to gain a 12% chance to evade weapon attacks 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 +3% light +3% darkness defense ------ Resistance +9% darkness Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 18 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By ShortStack the Halfling Gunslinger level 22
7th Allure 123rd year of Ascendancy at 03:47 see stats
By ShortStack the Halfling Gunslinger level 19
1st Decay 122nd year of Ascendancy at 09:48 see stats
By ShortStack the Halfling Gunslinger level 31
59th Pyre 123rd year of Ascendancy at 20:31 see stats
By ShortStack the Halfling Gunslinger level 22
6th Allure 123rd year of Ascendancy at 06:47 see stats
By ShortStack the Halfling Gunslinger level 29
77th Regrowth 123rd year of Ascendancy at 08:30 see stats
By ShortStack the Halfling Gunslinger level 23
4th Regrowth 123rd year of Ascendancy at 00:53 see stats
By ShortStack the Halfling Gunslinger level 12
30th Haze 122nd year of Ascendancy at 11:23 see stats
By ShortStack the Halfling Gunslinger level 31
40th Pyre 123rd year of Ascendancy at 22:25 see stats
By ShortStack the Halfling Gunslinger level 10
12nd Haze 122nd year of Ascendancy at 05:00 see stats
By ShortStack the Halfling Gunslinger level 20
10th Decay 122nd year of Ascendancy at 22:49 see stats
By ShortStack the Halfling Gunslinger level 30
24th Pyre 123rd year of Ascendancy at 08:47 see stats
By ShortStack the Halfling Gunslinger level 21
4th Allure 123rd year of Ascendancy at 16:21 see stats
By ShortStack the Halfling Gunslinger level 10
15th Haze 122nd year of Ascendancy at 22:15 see stats
By ShortStack the Halfling Gunslinger level 24
26th Regrowth 123rd year of Ascendancy at 01:48 see stats
By ShortStack the Halfling Gunslinger level 28
71st Regrowth 123rd year of Ascendancy at 22:37 see stats
By ShortStack the Halfling Gunslinger level 24
25th Regrowth 123rd year of Ascendancy at 04:36 see stats
By ShortStack the Halfling Gunslinger level 22
7th Allure 123rd year of Ascendancy at 10:03 see stats
By ShortStack the Halfling Gunslinger level 15
44th Haze 122nd year of Ascendancy at 02:53 see stats
Log
ShortStack shoots!
Target out of range. Hold to force all weapons to fire at targets out of ranges (7 - 8).
ShortStack shoots!
Shadow is corroded.
ShortStack's Shoot performs a ranged critical strike against Shadow!
ShortStack's Shoot hits Shadow for 190 physical, 8 lightning, 51 acid (249 total damage).
ShortStack's Shoot hits Shadow for 250 physical damage.
ShortStack's Shoot killed Shadow!
Talent Vital Shot is ready to use.
Glumith the ghast casts Flash Freeze.
ShortStack tries to evade attacks.
Glumith the ghast hits ShortStack for 324 cold damage.
Glumith the ghast casts Caustic Mire.
ShortStack slows down.
Glumith the ghast's caustic mire area effect hits ShortStack for 50 acid damage.
Glumith the ghast casts Dissolving Acid.
ShortStack is no longer evading attacks.
ShortStack tries to evade attacks.
Glumith the ghast hits ShortStack for 282 acid damage.
Something hits ShortStack for 179 darkness damage.
ShortStack shrugs off the effect 'Slow'!
Glumith the ghast's caustic mire area effect hits ShortStack for 61 acid damage.
Betyldadhenn the skeleton warrior's creeping dark hits ShortStack for 17 darkness damage.
Glumith the ghast casts Throw Bomb.
Glumith the ghast hits ShortStack for 171 cold damage.
ShortStack the level 32 halfling gunslinger was cooled to death by Glumith the ghast on level 3 of Dreadfell.