











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it OldRPG - Music Mod v2 - Part 4 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, 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: OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG - Music Mod v2 - Part 1 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. 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
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. OldRPG - Music Mod v2 - Part 3 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Stealth Bug Fix 1.7.6A dirty patch to avoid calculating detection for actors in memory but not deployed, just "died" actors, characters in transition from level to level, or dummy actors (projectiles, etc). OldRPG - Music Mod v2 - Part 2 1.7.6OldRPG Music Mod v2:
As of 2.0.5, the base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: due to changes in the codebase that implemented the ability to map levels for zones which were previously one track, Items Vault 1.7.6Donators/Buyers bonus! 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:
Steamsaw Mastery added to Weapon Mastery 1.7.2Simply makes Steamsaw Mastery attach to Weapon Mastery talent. Doesn't say so in talent, but you'll see the power rise when you take it if you want to confirm. Lets non-Butchers enjoy Steamsaws. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] 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 Roguelike |
Sex | Female |
Race | Thalore |
Class | Bulwark |
Level / Exp | 22 / 94% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 61 (base 51) |
Dexterity | 21 (base 12) |
Constitution | 19 (base 12) |
Magic | 8 (base 10) |
Willpower | 71 (base 43) |
Cunning | 41 (base 10) |
Resources
Life | 776/776 |
Steam | 100/100 |
Stamina | 300/306 |
Equilibrium | 30 |
Healing Factor | 1.3491723257555 |
Regeneration | 8.9956698613487 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +57% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
See Stealth | 12 |
See Invisible | 13 |
Offense: Mainhand
Damage | 87 |
Accuracy | 41 |
Crit Chance | 14% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 4 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Fire | +3% |
Nature | +25% |
Cold | +30% |
Physical | +12% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +18% |
Mind | +5% |
Fire | +10% |
Physical | +26% |
Cold | +18% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 58.782161969376 (72.903125182002%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 28 |
Physical Save | 31 |
Spell Save | 52 |
Mental Save | 34 |
Defense: Resistances
Blight | + 42%( 70%) |
Arcane | + 21%( 70%) |
Mind | + 22%( 70%) |
All | + 17%( 70%) |
Lightning | + 70%( 70%) |
Physical | + 19%( 70%) |
Darkness | + 24%( 70%) |
Cold | + 70%( 70%) |
Fire | + 32%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Disarm Resistance | 80% |
Silence Resistance | 0% |
Bleed Resistance | 20% |
Confusion Resistance | 17% |
Knockback Resistance | 50% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 53%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 756% 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. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Shield Wall |
talent | Antimagic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Heart of the Gloom. Escort: lost tinker (level 2 of Heart of the Gloom)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed skeleton mage skull. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bloated horror heart. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | 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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 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. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +3 Wil offense ------ Mind Crit +2% When Hit 6 physical defense ------ Resistance +9% darkness +3% physical Blind Resist +23% Confus Resist +17% other ------- Stamina/turn +2.00 Light +9 See Stealth +12 See Invisibility +13 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Cun +3 Dex offense ------ Damage +3% mind +3% fire Ignore resists +15% physical Accuracy +10 (+3 eff.) defense ------ Armor +3 Fatigue +5% Physical save +9 (+5 eff.) Mind save +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+4 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+4 eff.) Spell save +15 (+5 eff.) Life +100.00 Disarm Resist +80% other ------- Light +1 Talents +3 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 149.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +3 Wil offense ------ Mind Crit +2% Critical power +5.00% Damage +3% mind Ignore resists +5% mind +10% fire Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% lightning defense ------ Fatigue -4% Resistance +22% lightning other ------- Encumbrance +25 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.26 cold and 19.18 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +10% lightning Stun Resist +27% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 58.5 - 81.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +4 light On-crit, radius 2 +29 lightning +31 cold While equipped: Stats +3 Str +1 Dex +5 Cun offense ------ Move Speed +37% Ignore resists +18% lightning +18% cold +11% physical Accuracy +22 (+7 eff.) Ignore Armor +8 Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Ego] Master When used to Attack: Weapon Damage 30.0 - 36.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +86 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +15% lightning other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun offense ------ Damage +12% physical defense ------ Defense +1 (+1 eff.) Resistance +5% arcane +18% lightning Cut Resist +20% Stun Resist +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Nature/Master While equipped: offense ------ Mindpower +10 (+3 eff.) defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +17% cold +6% mind +18% fire Spell save +3 (+1 eff.) Life +20.00 Life Regen +3.00 Healmod +12% other ------- Hate-on-crit +3.00 A suit of armour made of mail. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 58%. 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 111% efficiency and cooldown mod of 61%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. 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: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 32 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 -253 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 253 life, 7 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 [Normal] 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 191 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% mind When Hit 2 light On-Hit (Melee): * 20% chance to slow global speed by 58% * 20% chance to reduce all saves and defense by 30 defense ------ Resistance +11% fire +12% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +13% fire +11% cold other ------- Masteries +0.13 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Dex offense ------ Ignore resists +25% lightning When Hit 2 lightning 2 arcane defense ------ Resistance +6% physical Blind Resist +12% other ------- Stamina/turn +0.40 Infravision +4 Sight +2 See Invisibility +6 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Fatigue -5% Life Regen +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: other ------- Masteries +0.16 Technique/Shield offense +0.16 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +14% acid Ignore resists +5% nature When Hit 2 light defense ------ Resistance +22% acid +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: offense ------ Damage +11% mind defense ------ Fatigue -4% Resistance +11% mind other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +7 (+2 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 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 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Arcane/Master Weapon Damage 39.0 - 58.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +17 cold Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Rare] Arcane Weapon Damage 21.0 - 33.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +8 acid On-crit, radius 2 +8 arcane On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Mindpower +10 (+3 eff.) Ignore resists +25% acid defense ------ Resistance +9% acid other ------- Hate-on-crit +3.00 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 trident 2H weapon [Ego+] Master Weapon Damage 18.0 - 28.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +9 (+3 eff.) Ignore resists +9% physical defense ------ Disarm Resist +15% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +16 acid While equipped: Stats +5 Str offense ------ Damage +6% darkness +6% physical Accuracy +11 (+3 eff.) defense ------ Unlife -40.00 life Healmod +10% Disease Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Arcane Weapon Damage 24.0 - 33.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +3.5% Attack Speed 100% Ignore Shields +12% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: offense ------ Damage +13% fire Ignore resists +16% fire Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Ego+] Master Weapon Damage 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+2 eff.) Blunt and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Psionic Weapon Damage 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +7 darkness Damage Against +7% Living On-crit, radius 2 +8 temporal While equipped: offense ------ Damage +18% temporal Ignore resists +10% light Accuracy +15 (+5 eff.) defense ------ Unlife -60.00 life One-handed war axes. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+3 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Random Unique] Nature Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +8.5% Attack Speed 100% On Hit: * 7% chance to slow global speed by 58% * 7% chance to reduce armor by 9% While equipped: Stats +4 Str +1 Mag +3 Cun offense ------ Mind Crit +3% Mindpower +12 (+4 eff.) On-Hit 7 physical Damage +6% physical Ignore resists +7% physical defense ------ Resistance +5% physical other ------- Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn cooldown 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 T2 steamsaw 1H weapon [Ego] Nature/Steamtech Weapon Damage 13.5 - 20.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +24 Uses 1.0 Steam When used to Attack: On Hit: * 12% chance to reduce armor by 9% While equipped: offense ------ On-Hit 5 acid When Hit 4 acid When Hit: * 13% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +4 (+3 eff.) Fatigue +6% Resistance +12% temporal other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 4.0 Encumbrance T3 longbow 2H weapon Reqs Dex 24 [Random Unique] Arcane/Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +12 lightning While equipped: Stats +9 Str +8 Dex +9 Mag +9 Wil +14 Cun +9 Con offense ------ Physical Crit +15.0% Damage +15% lightning Accuracy +12 (+4 eff.) defense ------ Resistance +3% blight +6% nature Teleport Resist +20% Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon Reqs Dex 24 [Ego+] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +1 Str offense ------ Physical Power +6 (+2 eff.) Ignore resists +7% all Accuracy +8 (+2 eff.) Ignore Armor +9 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T2 arrow ammo [Normal] Weapon Damage 19.5 - 27.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.5% Capacity 21 Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T2 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 19.0 - 22.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +42 While equipped: offense ------ Spellpower/crit +2 Damage +6% blight On shield block: * Cause enemies within radius 6 to bleed for 200 physical damage over 5 turns (1/turn) defense ------ Armor +4 Fatigue +8% Resistance +11% nature +18% blight Life +51.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego] Psionic When used to Attack: Weapon Damage 27.5 - 33.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +90 While equipped: offense ------ On-Hit (Melee): * 8% chance to reduce all saves and defense by 30 When Hit: * 15% chance to reduce all saves and defense by 30 defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+7 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +21% acid A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego++] Nature While equipped: Stats +2 Wil defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +22% blight +20% darkness Life +20.00 Life Regen +4.00 Healmod +14% other ------- Light +2 A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +6% physical Physical save +11 (+6 eff.) Life Regen +3.80 other ------- Stamina/turn +1.10 A suit of armour made of mail. |
![]() 17.0 Encumbrance T1 massive armor [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +1.0% Ignore resists +15% mind Ignore Armor +1 defense ------ Armor +13 Fatigue +22% other ------- Max stamina +30.00 A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T2 massive armor [Rare] Arcane While equipped: offense ------ Damage +15% acid When Hit 4 lightning defense ------ Armor +9 Fatigue +22% Resistance +18% lightning +19% temporal +9% fire +15% acid A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +5 Cun +1 Wil offense ------ Mind Crit +1% Mindpower +3 (+1 eff.) Damage +3% mind defense ------ Physical save +6 (+3 eff.) A belt that goes around your waist. |
![]() 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 [Rare] Nature While equipped: offense ------ Damage +3% fire defense ------ Resistance +3% light Life +33.00 other ------- Psi when Hit +0.12 Hate-on-crit +2.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex offense ------ Critical power +5.00% defense ------ Defense +5 (+4 eff.) Life +33.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Resistance +5% fire +6% cold Life Regen +0.60 Healmod +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +8 Wil +4 Cun offense ------ Spell Crit +5% Against +15% Summoned defense ------ Resist Against +24% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Mag +2 Con defense ------ Defense +6 (+4 eff.) Resistance +6% acid Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Damage +3% acid +3% fire Ignore resists +10% fire On-Hit (Melee): * 20% chance to reduce armor by 9% defense ------ Defense +1 (+1 eff.) Resistance +3% lightning +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex +4 Mag +2 Wil +1 Con defense ------ Defense +7 (+5 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Dex offense ------ Ignore resists +5% darkness defense ------ Armor +3 Resistance +3% darkness +12% lightning other ------- Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Damage +18% nature +7% physical On-Hit (Melee): * 10% chance to slow global speed by 58% defense ------ Armor +7 Resistance +3% nature +5% arcane Physical save +9 (+5 eff.) other ------- Size +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: Stats +3 Str +1 Cun +3 Con defense ------ Armor +3 Physical save +13 (+7 eff.) Mind save +14 (+6 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 25/25. Range 7 Cooldown: 27 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Wil +2 Cun +2 Con offense ------ Damage +9% nature +6% fire When Hit 2 fire defense ------ Armor +3 Fatigue +2% Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) other ------- See Invisibility +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Wil +4 Con offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Damage +6% lightning Ignore Armor +4 defense ------ Armor +3 Fatigue +2% other ------- Infravision +3 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ On-Hit 5 acid Damage +4% acid Accuracy +12 (+4 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% acid 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. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +1 Fatigue +1% Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +26% 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Mag +2 Wil offense ------ On-Hit 3 acid 5 fire 4 cold 5 lightning Accuracy +14 (+4 eff.) defense ------ Armor +2 Fatigue +3% 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +4.00 other ------- Stamina/turn +0.80 Max stamina +17.00 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master/Psionic While equipped: Stats +2 Con defense ------ Armor +2 Fatigue +3% Physical save +16 (+8 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Life Regen +3.00 Disarm Resist +20% other ------- Stamina/turn +0.50 Max stamina +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.6 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ When Hit: * 21 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +11 (+4 eff.) 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. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) When Hit: * 20 arcane resource burn defense ------ Armor +2 Fatigue +3% Spell save +11 (+4 eff.) 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Wil offense ------ Damage +11% cold Ignore resists +15% mind defense ------ Defense +1 (+1 eff.) Resistance +3% lightning +16% cold other ------- Psi when Hit +0.12 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Con offense ------ Physical Power +3 (+1 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% cold +5% arcane +9% temporal Mind save +3 (+1 eff.) Disarm Resist +10% A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun offense ------ On-Hit (Melee): * 20% chance to reduce armor by 9% defense ------ Armor +3 Fatigue +5% Resistance +6% acid +6% cold other ------- EQ when Hit +0.04 Hate-on-crit +1.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Damage +3% mind Ignore resists +15% fire Ignore Armor +4 When Hit 8 fire defense ------ Armor +3 Fatigue +5% Resistance +3% light +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Dex offense ------ Critical power +5.00% When Hit 2 physical On-Hit (Melee): * 20% chance to reduce damage dealt by 25% defense ------ Armor +4 Defense +10 (+6 eff.) Fatigue +4% Physical save +3 (+2 eff.) other ------- See Invisibility +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +5 Wil +4 Cun offense ------ Damage +6% mind Ignore resists +20% mind defense ------ Armor +10 Fatigue +4% Mind save +8 (+4 eff.) Life Regen +4.00 other ------- Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +6% lightning +6% temporal other ------- Stamina when Hit +1.00 EQ when Hit +1.20 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 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: 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 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 (+4 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+4 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Disrupt While equipped: offense ------ Damage +6% darkness Ignore resists +5% acid defense ------ Resistance +3% light +3% all Spell save +6 (+2 eff.) Life +60.00 Healmod +5% 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(127 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) Damage +18% physical Ignore resists +10% blight Accuracy +10 (+3 eff.) 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Master While equipped: other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +5% mind defense ------ Physical save +6 (+3 eff.) Healmod +11% 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. |
![]() 1.0 Encumbrance T3 lite [Ego++] Disrupt/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +6 (+2 eff.) defense ------ Resistance +3% all Spell save +8 (+3 eff.) Mind save +6 (+3 eff.) 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil offense ------ Mindpower +20 (+7 eff.) Damage +3% fire When Hit 6 fire other ------- Max hate +6.00 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str defense ------ Fatigue -5% Resistance +6% acid +3% light Life Regen +2.00 Silence Resist +20% Teleport Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Wil defense ------ Defense +5 (+4 eff.) Fatigue -5% Unlife -20.00 life Disease Resist +20% 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 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 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 12 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +3% nature +9% acid defense ------ Resistance +9% acid Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 179 physical damage Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 233 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 T1 totem charm [Rare] Nature While equipped: Stats +5 Wil +3 Cun +3 Con offense ------ On-Hit (Melee): * 10% chance to slow global speed by 58% Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 253 Base Damage: 117 Armor: 0 All Resist: 0 Puts all charms on 25 turn cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Copium the Thalore Bulwark level 18
61st Pyre 123rd year of Ascendancy at 22:40 see stats
By Copium the Thalore Bulwark level 6
2nd Decay 122nd year of Ascendancy at 11:58 see stats
By Copium the Thalore Bulwark level 10
28th Regrowth 123rd year of Ascendancy at 00:48 see stats
By Copium the Thalore Bulwark level 20
13rd Dusk 123rd year of Ascendancy at 16:42 see stats
By Copium the Thalore Bulwark level 21
56th Dusk 123rd year of Ascendancy at 18:33 see stats
By Copium the Thalore Bulwark level 4
77th Haze 122nd year of Ascendancy at 03:44 see stats
By Copium the Thalore Bulwark level 14
9th Pyre 123rd year of Ascendancy at 02:44 see stats
By Copium the Thalore Bulwark level 17
22nd Pyre 123rd year of Ascendancy at 01:25 see stats
Log
Snow giant chieftain uses Infusion: Regeneration.
Snow giant chieftain starts regenerating health quickly.
Copium performs a melee critical strike against Snow giant chieftain!
Snow giant chieftain is not dazed anymore.
You collect a new ingredient: snow giant kidney (1).
Copium hits Snow giant chieftain for 162 physical damage.
Copium killed Snow giant chieftain!
Copium regains balance.
You pickup 0.50 gold pieces.
Copium picks up (E.): quiver of ash arrows (21/21, 20-27 power, 7 apr).
You pickup 0.70 gold pieces.
Resting starts...
Talent Shattering Shout is ready to use.
Talent Battle Shout is ready to use.
Copium regains balance.
Rested for 12 turns (stop reason: all resources and life at maximum).
Resting starts...
Copium regains balance.
Talent Rush is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Copium deactivates Shield Wall.
Copium activates Shield Wall.
Copium deactivates Antimagic Shield.
Copium activates Antimagic Shield.