















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. 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:
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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Dwarf |
Class | Annihilator |
Level / Exp | 31 / 4% |
Size | medium |
Lifes / Deaths | Killed by Xadamina the black crystal at level 13 on the 39th Profit 122nd year of Ascendancy at 04:28 0 / 7Killed by Eloyawyn the skeleton warrior at level 20 on the 27th Loss 122nd year of Ascendancy at 23:37 Killed by Mayedhebeth the greater shivgoroth at level 21 on the 12nd Shortage 122nd year of Ascendancy at 04:17 Killed by gigantic corrosive tunneler at level 22 on the 24th Shortage 122nd year of Ascendancy at 08:03 Killed by searing horror at level 29 on the 14th Iron 123rd year of Ascendancy at 11:30 Killed by Ivarin the mean looking elven guard at level 30 on the 16th Iron 123rd year of Ascendancy at 19:57 Killed by corrupted elven guard at level 31 on the 18th Iron 123rd year of Ascendancy at 05:03 |
Primary Stats
Strength | 46 (base 10) |
Dexterity | 86 (base 60) |
Constitution | 48 (base 12) |
Magic | 20 (base 10) |
Willpower | 29 (base 10) |
Cunning | 100 (base 57) |
Resources
Life | -48/1029 |
Steam | 90/100 |
Healing Factor | 1.2678383355187 |
Regeneration | 10.459666268029 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 2 |
See Stealth | 47 |
See Invisible | 41 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 79 |
Accuracy | 70 |
Crit Chance | 39% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 57 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Acid | +5% |
Blight | +9% |
Arcane | +7% |
Cold | +5% |
All | 0% |
Lightning | +21% |
Light | +12% |
Physical | +9% |
Fire | +6% |
Nature | +24% |
Offense: Damage Penetration
Darkness | +14% |
Temporal | +27% |
Lightning | +10% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 55.623158894785 (97.262055219398%) |
Defense | 58 |
Ranged Defense | 61 |
Fatigue | 31 |
Physical Save | 63 |
Spell Save | 45 |
Mental Save | 71 |
Defense: Resistances
Acid | + 31%( 70%) |
Blight | + 49%( 70%) |
Cold | + 22%( 70%) |
All | + 14%( 70%) |
Lightning | + 54%( 70%) |
Temporal | + 28%( 70%) |
Darkness | + 41%( 70%) |
Fire | + 31%( 70%) |
Nature | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Teleport Resistance | 100% |
Pinning Resistance | 20% |
Disarm Resistance | 90% |
Silence Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 62%. Its effects scale with your Strength stat. |
Implants | Effective talent level: 2.5 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 103% efficiency and cooldown mod of 86%. Its effects scale with your Magic stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Demolition | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the repented thief from death by Bardin. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Constitution by +5. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed skeleton mage skull. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * '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.' * You've found the needed orc heart. 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 honey tree root. * You've found the needed bear paw. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed electric eel tail. * You've found the needed sandworm tooth. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Cun +3 Con offense ------ Damage +9% blight Ignore resists +12% temporal +14% darkness +10% cold When Hit 2 blight defense ------ Armor +4 Fatigue -5% Resistance +6% blight +16% temporal +13% darkness Physical save +35 (+9 eff.) Mind save +15 (+4 eff.) Pinning Resist +20% Knockbk Resist +20% Teleport Resist +100% Out-of-Phase Defense +14 Out-of-Phase Resistance +12% Out-of-Phase Resilience +13% other ------- Encumbrance +35 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Ego++] Arcane/Master Weapon Damage 142% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +10.0% Capacity 18 On-ranged-hit +8 blight On Hit: 20% Epidemic level 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 27 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: other ------- Talents +3 Antimagic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: offense ------ Damage +12% light defense ------ Life +41.00 other ------- Light +9 See Stealth +6 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 | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil +10 Cun defense ------ Armor +4 Fatigue +4% Resistance +6% blight +12% darkness +6% lightning Mind save +26 (+6 eff.) Silence Resist +20% Disarm Resist +20% Stun Resist +10% other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +8 Str +2 Wil +2 Cun +5 Con offense ------ Physical Power +8 (+2 eff.) When Hit 4 mind defense ------ Armor +2 Disarm Resist +70% other ------- Infravision +2 Talents +2 Iron Grip Unarmed combat: Weapon Damage 122% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T5 torque charm [Random Unique] Psionic While equipped: offense ------ Ignore resists +10% lightning +15% temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% blight Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Blast the opponent's mind dealing 440 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 28% for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +7 Dex offense ------ Damage +9% lightning +24% nature Accuracy +14 (+3 eff.) defense ------ Resistance +21% lightning Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +5 Cun offense ------ Critical power +15.00% Ignore Shields +30% defense ------ Defense +10 (+3 eff.) Resistance +6% darkness other ------- Mana-on-crit +2.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Str +5 Dex +3 Mag +5 Cun +9 Con offense ------ Physical Crit +2.0% Spell Crit +4% Spellpower +5 (+2 eff.) Move Speed +10% Damage +5% acid +9% physical +6% fire +6% lightning +5% cold defense ------ Defense +10 (+3 eff.) Fatigue -6% Physical save +9 (+3 eff.) Life +36.00 Life Regen +6.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Ego+] Arcane/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Critical Rate +16.0% Attack Speed 100% Range +8 Projectile Speed +600% On Hit: 10% Arcane Vortex level 3 Uses 2.0 Steam While equipped: Stats +4 Mag offense ------ Spellpower +7 (+2 eff.) Damage +7% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun offense ------ On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 defense ------ Defense +10 (+3 eff.) Fatigue -8% Physical save +12 (+3 eff.) Spell save +13 (+4 eff.) Mind save +28 (+7 eff.) Life Regen +2.00 Silence Resist +20% other ------- Encumbrance +20 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+5 eff.) Ranged Defense +10 (+2 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +4 Str +1 Mag +2 Wil +3 Con offense ------ Damage +6% lightning defense ------ Defense +1 (+0 eff.) Resistance +10% nature +10% cold Mind save +5 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +9 Str +7 Dex +4 Mag +4 Wil +4 Cun +8 Con defense ------ Armor +18 Defense +10 (+3 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 4.5 Power cost 50 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 48.90 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
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 129% efficiency and cooldown mod of 87%. 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: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 83%. Its effects scale with your Cunning 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: 30 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Dexterity 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: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.7 steam per turn. Can be activated for an instant burst of 39 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: 28 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 673% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 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 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 4 mind, 3 temporal 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 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun offense ------ Mind Crit +3% Damage +3% acid defense ------ Resistance +10% mind +6% acid Confus Resist +25% other ------- Hate-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% acid +3% cold When Hit 6 mind defense ------ Resistance +9% mind Healmod +12% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 467 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck offense ------ Accuracy +6 (+1 eff.) defense ------ Defense +7 (+2 eff.) Resistance +3% light +1% physical Resist unseen 10% Disease Resist +20% Disarm Resist +10% Confus Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun defense ------ Resistance +12% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats +5 Lck offense ------ Critical power +12.00% Accuracy +16 (+4 eff.) Ignore Armor +13 defense ------ Defense +5 (+1 eff.) Resist unseen 12% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +1 Mag offense ------ Critical power +20.00% Ignore Shields +30% defense ------ Fatigue -5% Life Regen +2.00 other ------- Mana/turn +0.08 Max mana +60.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +9 Con offense ------ Ignore resists +10% acid When Hit 10 acid defense ------ Defense +10 (+3 eff.) Resistance +5% arcane Physical save +18 (+5 eff.) Blind Resist +20% Silence Resist +20% Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+1 eff.) defense ------ Resistance +9% lightning +3% blight +3% acid +3% nature +5% arcane Rings make your fingers look great! |
![]() 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 12.14 cold and 12.60 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. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% lightning Ignore resists +5% lightning +5% fire defense ------ Resistance +29% lightning +12% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +5 Mag +2 Con offense ------ When Hit 2 darkness defense ------ Crit Resistance 15.00% Spell save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +2 Con offense ------ Damage +16% lightning defense ------ Resistance +32% lightning Spell save +12 (+4 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% nature +12% temporal Ignore resists +10% blight When Hit 8 physical defense ------ Armor +4 Resistance +26% nature Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max stamina +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+1 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature Weapon Damage 107% 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 +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +9 Str +4 Dex +4 Wil +7 Con offense ------ Mind Crit +4% Mindpower +18 (+4 eff.) other ------- Light +3 Infravision +3 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. |
![]() 4.0 Encumbrance T3 sling 1H weapon [Ego++] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +4 Str +5 Dex +5 Mag +3 Wil +5 Cun +3 Con offense ------ Ignore resists +5% all Accuracy +8 (+2 eff.) Ignore Armor +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 sling 1H weapon [Ego+] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +13 fire While equipped: offense ------ Damage +14% fire +12% physical other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T4 sling 1H weapon [Random Unique] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 On-ranged-hit +13 acid While equipped: Stats +3 Str offense ------ Physical Crit +3.0% Physical Power +10 (+2 eff.) Damage +16% acid Accuracy +10 (+2 eff.) defense ------ Armor +8 Resistance +12% acid Pinning Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +800% On-ranged-hit +12 lightning On-crit, radius 2 +8 fire Uses 2.0 Steam While equipped: Stats +5 Con offense ------ Damage +14% lightning other ------- Reload +2 Stamina/turn +3.00 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] Nature/Disrupt/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On Hit: 10% Overgrowth level 2 Uses 2.0 Steam While equipped: defense ------ Resistance +7% acid +10% lightning +7% cold +7% fire +3% all Spell save +5 (+2 eff.) Life Regen +0.80 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 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] Nature/Master While equipped: offense ------ Physical Power +2 (+0 eff.) defense ------ Resistance +6% lightning +6% temporal Spell save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +12% lightning Ignore resists +5% fire defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +6% lightning +20% cold +0% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Mag defense ------ Defense +2 (+0 eff.) Resistance +3% physical +6% nature +0% cold Crit Resistance 5.00% Physical save +9 (+3 eff.) Mind save +9 (+2 eff.) Unlife -50.00 life Life +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex +4 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 11 arcane 6 cold Damage +4% arcane +5% cold Ignore resists +25% temporal Accuracy +10 (+2 eff.) defense ------ Armor +2 Resistance +11% arcane +5% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On-hit +8 arcane On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 3 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Dex +0 Cun defense ------ Armor +1 Fatigue +1% Resistance +9% acid Physical save +3 (+1 eff.) Mind save +3 (+1 eff.) Life +40.00 A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+3 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Con offense ------ Physical Crit +4.0% Ignore Armor +3 When Hit 2 physical defense ------ Armor +5 Fatigue +1% Resistance +6% lightning +5% temporal A hat made of leather. Very stylish. |
![]() 9.0 Encumbrance T4 light armor [Rare] Master While equipped: offense ------ Damage +12% acid defense ------ Armor +7 Defense +37 (+9 eff.) Fatigue +8% Resistance +26% acid +21% fire Physical save +9 (+3 eff.) Mind save +6 (+1 eff.) Poison Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Arcane/Master While equipped: offense ------ On-Hit 12 acid 10 fire When Hit 11 acid 11 fire defense ------ Armor +8 Defense +20 (+5 eff.) Fatigue +8% Resistance +22% acid +19% fire +23% lightning A suit of armour made of leather. |
![]() 7.0 Encumbrance T2 shield armor [Random Unique] Arcane/Nature/Psionic When used to Attack: Weapon Damage 114% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +38 On-hit +14 physical On-crit, radius 2 +13 light +14 fire While equipped: Stats +2 Wil offense ------ Spellpower +15 (+4 eff.) Spellpower/crit +8 On-Hit 7 lightning On shield block: * Deals 144 light and fire damage to each enemy blocked When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 defense ------ Armor +4 Fatigue +8% Resistance +12% physical +7% light +7% fire Windwall +18 Slow Projectiles +14% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 150% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+1 eff.) Ranged Defense +10 (+2 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
![]() 7.0 Encumbrance T2 shield armor [Rare] Master When used to Attack: Weapon Damage 112% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.0% Block +62 While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce all saves and defense by 37 defense ------ Armor +10 Fatigue +8% Resistance +24% lightning +18% acid Life +100.00 Healmod +5% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Ego+] Master/Psionic When used to Attack: Weapon Damage 163% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +144 On-hit +14 physical While equipped: Stats +3 Wil defense ------ Armor +8 Fatigue +8% Resistance +23% lightning +13% physical Windwall +54 Slow Projectiles +25% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Ego++] Arcane/Nature When used to Attack: Weapon Damage 183% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +192 On-crit, radius 2 +15 light +31 fire On Hit: * Deal physical damage equal to your armor (56) While equipped: offense ------ On shield block: * Deals 144 light and fire damage to each enemy blocked defense ------ Armor +11 Fatigue +8% Resistance +12% light +11% fire other ------- Talents +1 Block Handheld deflection devices. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 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 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 +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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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 T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Physical Crit +4.0% Physical Power +25 (+6 eff.) Ignore Armor +1 defense ------ Resistance +6% fire +13% darkness +6% cold Poison Resist +20% 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 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 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.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+3 eff.) Mindpower +10 (+2 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
powerful frost salve [power 20] powerful frost salve [power 20]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 62% cooldown modifier. Remove 2 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 280] powerful healing salve [power 280]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 62% cooldown modifier. Heal 280 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful water salve [power 20] powerful water salve [power 20]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 112% efficiency and 62% cooldown modifier. Remove 2 mental effects and grants a water aura (20% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. 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 T3 shot ammo [Rare] Nature Weapon Damage 143% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 On-ranged-hit +20 mind +10 nature On-Hit, radius 1 +20 mind On Hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 37 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Random Unique] Nature/Master/Psionic Weapon Damage 169% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +15.5% Capacity 18 Projectile Speed +200% Ignore Shields +30% On-ranged-hit +14 darkness +24 cold Damage Against +12% Living On-crit, radius 2 +10 cold On Critical: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Reload +3 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Rare] Master Weapon Damage 166% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 19 On-ranged-hit +16 lightning On-Hit, radius 1 +4 acid +20 cold On-crit, radius 2 +4 lightning +16 cold On Hit: * 20% chance to reduce armor by 37% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Ego++] Master Weapon Damage 164% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +19.5% Capacity 17 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+3 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +2 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +18% darkness Ignore resists +25% blight When Hit 10 darkness On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 defense ------ Resistance +6% lightning +20% darkness Heal yourself and all friendly characters within 10 spaces for 308 Puts all charms on 15 turn cooldown 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 T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Bardin the Dwarf Annihilator level 16
14th Dearth 122nd year of Ascendancy at 11:47 see stats
By Bardin the Dwarf Annihilator level 22
23rd Shortage 122nd year of Ascendancy at 22:31 see stats
By Bardin the Dwarf Annihilator level 10
29th Profit 122nd year of Ascendancy at 06:00 see stats
By Bardin the Dwarf Annihilator level 20
3rd Loss 122nd year of Ascendancy at 06:21 see stats
By Bardin the Dwarf Annihilator level 30
16th Iron 123rd year of Ascendancy at 12:08 see stats
By Bardin the Dwarf Annihilator level 21
12nd Shortage 122nd year of Ascendancy at 11:11 see stats
By Bardin the Dwarf Annihilator level 25
6th Iron 123rd year of Ascendancy at 04:28 see stats
By Bardin the Dwarf Annihilator level 6
18th Voratun 122nd year of Ascendancy at 16:26 see stats
By Bardin the Dwarf Annihilator level 27
10th Iron 123rd year of Ascendancy at 05:00 see stats
By Bardin the Dwarf Annihilator level 13
35th Profit 122nd year of Ascendancy at 02:30 see stats
By Bardin the Dwarf Annihilator level 24
4th Iron 123rd year of Ascendancy at 19:47 see stats
By Bardin the Dwarf Annihilator level 17
36th Dearth 122nd year of Ascendancy at 04:15 see stats
Log
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Keyboard input temporarily disabled.
Keyboard input temporarily disabled.
Bardin uses Block.
A shield forms around Bardin.
A static shield forms around Bardin.
Melee retaliation hits Bardin for (5 blocked), 0 lightning, (36 blocked), 0 light (0 total damage).
Bardin hits Something for (51 blocked), 0 lightning (0 total damage).
Your summoned steamgun turret disappears.
Bardin uses Heavy Weapon Expertise.
Bardin misses Something.
Bardin misses Something.
Something hits Bardin for (40 absorbed), 0 darkness (0 total damage).
Your shield crumbles under the damage!
The shield around Bardin crumbles.
Something hits Bardin for (53 absorbed), (164 exoskeleton), 164 light (164 total damage).
Something hits Bardin for (0 exoskeleton), 196 light (196 total damage).
Something hits Bardin for (20 exoskeleton), 30 darkness (30 total damage).
Something hits Bardin for (28 exoskeleton), 226 darkness (226 total damage).
Bardin the level 31 dwarf annihilator was shadowed to death by corrupted elven guard on level 4 of Dark crypt.