

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Psyshot |
Level / Exp | 30 / 44% |
Size | medium |
Lifes / Deaths | Killed by Sawtree at level 11 on the 28th Dearth 122nd year of Ascendancy at 12:42 0 / 7Killed by Emivena the skeleton master archer at level 22 on the 9th Shortage 122nd year of Ascendancy at 11:30 Killed by Emivena the skeleton master archer at level 22 on the 9th Shortage 122nd year of Ascendancy at 12:41 Killed by Lisarewen the elven mage at level 25 on the 22nd Shortage 122nd year of Ascendancy at 06:07 Killed by Emeluvea the dire wolf at level 25 on the 28th Shortage 122nd year of Ascendancy at 13:58 Killed by Velyvena the corrupted plasmic disruptor at level 30 on the 10th Iron 123rd year of Ascendancy at 18:46 Killed by Beloba the corrupted acidic digestor at level 30 on the 12nd Iron 123rd year of Ascendancy at 01:25 |
Antimagic | Follower |
Primary Stats
Strength | 47 (base 19) |
Dexterity | 48 (base 47) |
Constitution | 28 (base 10) |
Magic | 9 (base 10) |
Willpower | 61 (base 31) |
Cunning | 60 (base 45) |
Resources
Life | -130/728 |
Steam | 100/100 |
Equilibrium | 32 |
Psi | 128/151 |
Healing Factor | 1.1456298990388 |
Regeneration | 0.28640747475971 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 11 |
See Stealth | 5 |
See Invisible | 29 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 49 |
Accuracy | 51 |
Crit Chance | 27% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | 36 |
Accuracy | 55 |
Crit Chance | 29% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Acid | +39% |
Fire | +12% |
Nature | +42% |
Cold | +30% |
Physical | +6% |
Mind | +24% |
All | 0% |
Offense: Damage Penetration
Acid | +15% |
Lightning | +25% |
Cold | +20% |
Physical | +10% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 37 (93.914983985962%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 41 |
Mental Save | 41 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 31%( 70%) |
All | + 14%( 70%) |
Lightning | + 40%( 70%) |
Darkness | + 22%( 70%) |
Mind | + 45%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 20% |
Pinning Resistance | 50% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 45% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.7 steam per turn. Can be activated for an instant burst of 58 steam. Its effects scale with your Constitution 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 197% efficiency and cooldown mod of 89%. Its effects scale with your Willpower 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 84%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 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 Strength stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.67 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.57 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by snow giant boulder thrower. Escort: lost defiler (level 1 of Daikara) | failed |
You abandoned lost sun paladin, to death. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of 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 bear paw. * You've found the needed ice ant stinger. * You've found the needed xorn fragment. 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 skeleton mage skull. * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ice wyrm tooth. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Cun +4, Wil +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Talents +1 Rocket Boots Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Ego+] Master/Psionic Weapon Damage 139% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +11 Ignore Armor +3 Critical Rate +5.0% Capacity 21 On-ranged-hit +13 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 231 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego++] Nature/Disrupt While equipped: Stats Wil +3 offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +5 (+2 eff.) defense ------ Resistance +3% all Spell save +7 (+2 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats Str +7, Wil +3, Con +4 offense ------ Damage +9% mind, +3% fire When Hit 4 fire defense ------ Armor +3 Fatigue +3% Resistance +9% mind Mind save +8 (+3 eff.) other ------- Light +2 Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 185.7 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats Str +6 offense ------ Mindpower +30 (+8 eff.) On-Hit 8 physical Damage +6% physical defense ------ Armor +9 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +3 Talents +5 Fatal Attractor 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. |
Tool | ![]() 2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% acid, +9% fire Ignore resists +15% fire defense ------ Resistance +18% acid Setup a psionic shield, reducing all damage taken by 99 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. 100% to heal for 59. 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 [Rare] Master While equipped: Stats Str +6, Con +6 offense ------ Physical Power +8 (+3 eff.) Damage +6% acid, +15% cold Ignore resists +15% acid, +20% cold When Hit 2 acid defense ------ Resistance +9% darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats Dex +3 offense ------ Mind Crit +3% Ignore resists +25% lightning When Hit 10 mind, 10 light defense ------ Life +50.00 Disarm Resist +50% Pinning Resist +50% Knockbk Resist +45% other ------- Infravision +3 See Invisibility +24 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +27% mind Confus Resist +20% other ------- Masteries +0.37 Steamtech/Avoidance +0.37 Steamtech/Chemistry Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T4 steamgun 1H weapon [Ego] Master/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On Hit: * splashes acid on your target dealing 65 damage and reducing their armor Uses 2.0 Steam While equipped: offense ------ Physical Crit +1.0% Accuracy +6 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats Str +1, Mag +1, Wil +4, Cun +4 offense ------ Damage +9% nature Against +15% Summoned On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Resistance +3% nature Resist Against +16% Summoned A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature slow Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +7.0% Attack Speed 100% On-hit +30 manaburn arcane On Hit: * splashes acid on your target dealing 62 damage and reducing their armor While equipped: Stats Cun +2, Wil +6 offense ------ Mind Crit +8% Mindpower +12 (+3 eff.) Damage +18% nature, +15% acid defense ------ Resistance +12% arcane, +12% blight Spell save +15 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Effective talent level: 2.0 Power cost 20 out of 20/20. Range 10 Cooldown: 30 Travel.spd 800% of base Description: Spit slime at your target doing 109.46 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats Wil +3 offense ------ Physical Crit +3.0% Critical power +5.00% Physical Power +10 (+3 eff.) Ignore resists +10% physical Ignore Armor +1 defense ------ Defense +1 (+1 eff.) Resistance +30% lightning Mind save +6 (+2 eff.) Stun Resist +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid, +15% nature +15% mind When Hit 20 nature slow, 20 poison defense ------ Armor +21 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature, +11% all Crit Resistance 21.00% Physical save +10 (+5 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 79%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.1 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 32 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.2 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 36 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +30% mind On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Resistance +15% mind, +30% temporal +6% nature, +18% light Pinning Resist +50% Knockbk Resist +50% other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Wil +1 offense ------ Mind Crit +2% Mindpower +25 (+6 eff.) defense ------ Resistance +12% mind Confus Resist +21% other ------- EQ when Hit +0.08 Hate-on-crit +1.00 Max psi +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% lightning Stun Resist +23% other ------- Masteries +0.10 Steamtech/Chemistry Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Con +4 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore Armor +1 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +10 (+4 eff.) Life +21.00 Disarm Resist +24% Pinning Resist +20% Knockbk Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Dex +3 offense ------ Accuracy +6 (+2 eff.) defense ------ Blind Resist +24% other ------- Infravision +3 See Stealth +5 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Psionic While equipped: Stats Wil +3 defense ------ Mind save +12 (+4 eff.) Confus Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats Con +2 defense ------ Physical save +4 (+2 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Ego+] Master Weapon Damage 149% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% While equipped: Stats Con +4 offense ------ Physical Power +10 (+3 eff.) Ignore resists +9% physical defense ------ Disarm Resist +23% Sharp, short and deadly. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 48 [Normal] Weapon Damage 183% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Master Weapon Damage 148% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Str +9 offense ------ Damage +12% physical Accuracy +13 (+5 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 162% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 darkness Damage Against +16% Living Massive two-handed swords. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: offense ------ Ignore resists +10% all Accuracy +13 (+5 eff.) Ignore Armor +10 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon Reqs Str 48 [Ego] Nature/Master Weapon Damage 154% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 nature While equipped: offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +14 (+5 eff.) Disarm Resist +31% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 155% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +12% physical Accuracy +14 (+5 eff.) Ignore Armor +10 Blunt and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 93% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) defense ------ Life +13.00 Life Regen +0.70 Healmod +15% Heal-on-summon +10 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature Weapon Damage 112% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) defense ------ Life +10.00 Life Regen +1.00 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +25% Critical power +16.00% Spellpower +15 (+4 eff.) Damage +30% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon Reqs Mag 48 [Random Unique] Arcane/Master Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +15% Physical Power +12 (+4 eff.) Spellpower +32 (+7 eff.) Spellpower/crit +8 Damage +30% lightning Accuracy +9 (+3 eff.) defense ------ Defense +15 (+5 eff.) Resistance +6% fire, +2% physical +3% cold Crit Resistance 5.00% Physical save +7 (+3 eff.) Spell save +19 (+6 eff.) Mind save +14 (+5 eff.) other ------- Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 23.12 to 27.75 lightning damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +40.00% Spellpower +28 (+6 eff.) Spellpower/crit +9 On-Hit 30 fire Damage +30% lightning other ------- See Invisibility +17 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 23.12 to 27.75 lightning damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +30% physical other ------- Mana/turn +0.19 Max mana +57.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats Mag +11, Wil +14, Cun +11 offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Spellpower/crit +19 Damage +30% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +20 fire Uses 2.0 Steam While equipped: offense ------ Damage +12% temporal, +21% fire defense ------ Resistance +9% lightning, +15% cold +15% acid Crit Resistance 15.00% Unlife -80.00 life Life +40.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Ego] Disrupt/Steamtech Mastery Psyshot Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: defense ------ Resistance +9% acid, +8% lightning +9% cold, +8% fire, +3% all Spell save +7 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego] Arcane/Master Weapon Damage 151% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +8 light Damage Against +14% Undead While equipped: offense ------ Accuracy +11 (+4 eff.) defense ------ Defense +11 (+4 eff.) Disarm Resist +38% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats Cun +4, Wil +4 offense ------ Against +18% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Arcane While equipped: Stats Mag +4, Wil +4 offense ------ Mind Crit +5% Damage +6% nature Ignore resists +25% fire, +15% temporal On-Hit (Melee): * 20% chance to slow global speed by 63% defense ------ Defense +3 (+1 eff.) Mind save +18 (+6 eff.) other ------- EQ when Hit +0.08 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 T2 cloth armor [Unique] Psionic While equipped: Stats Cun +3, Wil +4 offense ------ Mind Crit +4% Mindpower +8 (+2 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 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 46.92 to 58.65 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +20% lightning defense ------ Resistance +30% lightning, +15% darkness +16% mind, +15% all Physical save +16 (+8 eff.) Spell save +10 (+3 eff.) Mind save +35 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats Cun +4, Con +1 offense ------ Physical Power +25 (+8 eff.) Move Speed +10% defense ------ Armor +4 Fatigue -9% Physical save +21 (+9 eff.) Mind save +15 (+5 eff.) Life +33.00 other ------- Encumbrance +22 Stamina/turn +2.40 Max stamina +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane/Master While equipped: offense ------ Ignore resists +15% darkness, +15% temporal defense ------ Armor +10 Resistance +19% darkness, +27% temporal Out-of-Phase Defense +27 Out-of-Phase Resistance +17% Out-of-Phase Resilience +30% other ------- Infravision +2 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats Con +1, Wil +2 offense ------ On-Hit 6 fire Damage +18% light, +4% fire Ignore resists +15% lightning defense ------ Armor +1 Resistance +6% fire 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 T4 hands armor [Normal] While equipped: defense ------ Armor +3 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 T4 hands armor [Ego+] Master While equipped: defense ------ Armor +7 Mind save +13 (+4 eff.) Life +58.00 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. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: defense ------ Armor +8 Mind save +9 (+3 eff.) Life +61.00 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 T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% darkness, +10% physical defense ------ Defense +1 (+1 eff.) Resistance +3% lightning, +10% physical +3% darkness, +9% fire +6% light Spell save +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% light Ignore resists +15% nature When Hit 2 light defense ------ Armor +1 Fatigue +1% Resistance +6% light, +8% cold other ------- Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mindpower +15 (+4 eff.) Ignore resists +25% light defense ------ Armor +1 Fatigue +1% Resistance +6% nature, +7% cold Silence Resist +20% Disarm Resist +20% other ------- Breathe water A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master While equipped: defense ------ Armor +12 Defense +5 (+2 eff.) Fatigue +5% Resistance +5% all Physical save +10 (+5 eff.) A hat made of leather. Very stylish. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Arcane/Master While equipped: defense ------ Armor +17 Defense +5 (+2 eff.) Fatigue +4% Resistance +15% light, +15% darkness Physical save +10 (+5 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Random Unique] Disrupt/Master/Psionic While equipped: Stats Cun +1, Wil +1 offense ------ Mindpower +25 (+6 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +12% blight, +17% lightning +6% mind, +12% nature Mind save +12 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Life +20.00 Life Regen +9.00 Healmod +15% A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Master While equipped: Stats Cun +5, Dex +5 defense ------ Armor +10 Defense +11 (+4 eff.) Fatigue +8% Resistance +18% fire A suit of armour made of leather. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Nature/Master While equipped: Stats Str +4, Dex +4 defense ------ Armor +4 Defense +10 (+4 eff.) Fatigue +7% Physical save +7 (+3 eff.) Life +25.00 Life Regen +3.00 Healmod +12% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego++] Master While equipped: Stats Str +6, Dex +5 offense ------ Move Speed +20% defense ------ Armor +8 Defense +29 (+10 eff.) Fatigue +8% Resistance +20% darkness, +6% physical other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 1.8 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Random Unique] Nature/Master/Psionic While equipped: offense ------ Spellpower +10 (+3 eff.) Spellpower/crit +10 Ignore resists +20% arcane defense ------ Armor +16 Fatigue +22% Resistance +9% mind, +8% physical Physical save +25 (+11 eff.) Mind save +21 (+7 eff.) Life +62.00 Life Regen +6.00 Healmod +17% other ------- Psi when Hit +0.08 Max mana +60.00 A suit of armour made of metal plates. |
![]() 3.0 Encumbrance T5 arrow ammo [Rare] Arcane Weapon Damage 165% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 21 On-ranged-hit +20 item darkness numbing On-Hit, radius 1 +24 fire, +20 darkness +16 mind On-crit, radius 2 +20 darkness, +20 mind On Hit: * 20% chance to reduce damage dealt by 28% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 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 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Ego+] Master While equipped: Stats Str +2, Cun +3 offense ------ Accuracy +4 (+2 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Mindpower +20 (+5 eff.) Damage +3% physical Ignore resists +10% mind Accuracy +5 (+2 eff.) defense ------ Physical save +3 (+1 eff.) Unlife -60.00 life 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats Con +25 Resistance +10% cold, +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 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. |
potent healing salve [power 190] potent healing salve [power 190]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 190 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
potent pain suppressor salve [power 163] potent pain suppressor salve [power 163]1.0 Encumbrance T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -163 life and reduces all damage by 16% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 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 No medical injector available, values are indicative only. 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. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 144] simple healing salve [power 144]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 144 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T2 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 118% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 17 On-ranged-hit +7 light, +6 physical +4 darkness, +12 arcane Damage Against +10% Undead On-Hit, radius 1 +4 arcane, +12 darkness On Hit: * 20% chance to knock the target back 3 spaces and deal 231 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Unique] Nature/Psionic Weapon Damage 115% Range: 1.0x-1.2x Uses 60% Cun, 60% Dex Damage Mind Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +3.0% Capacity 20 On Critical: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
![]() 3.0 Encumbrance T1 shot ammo [Ego] Nature Weapon Damage 110% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 21 Projectile Speed +200% On-ranged-hit +8 cold On-crit, radius 2 +5 cold On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 150 physical damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats Mag +2 offense ------ Ignore Armor +9 defense ------ Armor +2 other ------- Max stamina +20.00 Light +2 Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 211 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: defense ------ Defense +20 (+7 eff.) Resistance +9% darkness Crit Resistance 15.00% Spell save +18 (+6 eff.) Life +100.00 Knockbk Resist +20% Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 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 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Benel the Dwarf Psyshot level 22
10th Shortage 122nd year of Ascendancy at 14:33 see stats
By Benel the Dwarf Psyshot level 9
27th Voratun 122nd year of Ascendancy at 22:16 see stats
By Benel the Dwarf Psyshot level 24
17th Shortage 122nd year of Ascendancy at 10:03 see stats
By Benel the Dwarf Psyshot level 10
25th Dearth 122nd year of Ascendancy at 08:27 see stats
By Benel the Dwarf Psyshot level 20
16th Loss 122nd year of Ascendancy at 15:42 see stats
By Benel the Dwarf Psyshot level 30
8th Iron 123rd year of Ascendancy at 23:41 see stats
By Benel the Dwarf Psyshot level 26
30th Shortage 122nd year of Ascendancy at 07:14 see stats
By Benel the Dwarf Psyshot level 6
19th Voratun 122nd year of Ascendancy at 08:18 see stats
By Benel the Dwarf Psyshot level 22
9th Shortage 122nd year of Ascendancy at 11:29 see stats
By Benel the Dwarf Psyshot level 9
2nd Acquisition 122nd year of Ascendancy at 20:28 see stats
By Benel the Dwarf Psyshot level 25
19th Shortage 122nd year of Ascendancy at 04:53 see stats
By Benel the Dwarf Psyshot level 17
6th Loss 122nd year of Ascendancy at 05:40 see stats
Log
Benel regains balance.
Something hits Benel for 65 fire damage.
Ran for 2 turns (stop reason: didn't move).
Benel is confused and fails to use Fatal Attractor.
Something hits Benel for 30 acid damage.
Something hits Benel for 48 fire, 160 light (209 total damage).
Talent Antimagic Shield is ready to use.
Benel is confused and fails to use Fatal Attractor.
Something hits Benel for 80 light damage.
Something hits Benel for 48 fire damage.
Something hits Benel for 30 acid damage.
Something hits Benel for 209 darkness damage.
Benel recovers sight.
Benel is no longer out of phase.
Benel uses Resilience of the Dwarves.
Benel's skin turns to stone.
Benel activates Antimagic Shield.
Beloba the corrupted acidic digestor's light area effect hits Benel for (52 antimagic), 39 light (39 total damage).
Beloba the corrupted acidic digestor's acid area effect hits Benel for (34 antimagic), 0 acid (0 total damage).
Beloba the corrupted acidic digestor activates his dragonbone vilestaff!
Beloba the corrupted acidic digestor hits Benel for (52 antimagic), 22 light (22 total damage).
Benel is confused and fails to use Cloak Gesture.
Beloba the corrupted acidic digestor's light area effect hits Benel for (52 antimagic), 39 light (39 total damage).
Beloba the corrupted acidic digestor's acid area effect hits Benel for (34 antimagic), 0 acid (0 total damage).
Benel the level 30 dwarf psyshot was jerkied to death by Beloba the corrupted acidic digestor on level 1 of The Godfeaster.