

















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 | 29 / 63% |
Size | medium |
Lifes / Deaths | Killed by Islirawyn the giant black ant at level 10 on the 31st Profit 122nd year of Ascendancy at 07:04 0 / 7Killed by Mayana the bone giant at level 21 on the 10th Steel 123rd year of Ascendancy at 14:59 Killed by Mayana the bone giant at level 21 on the 10th Steel 123rd year of Ascendancy at 16:15 Killed by Glimina the sandworm at level 23 on the 43rd Steel 123rd year of Ascendancy at 20:04 Killed by Lisaseta the corrupted protoplasmic controller at level 26 on the 8th Gold 123rd year of Ascendancy at 13:47 Killed by Xerylrathra the elven blood mage at level 29 on the 30th Gold 123rd year of Ascendancy at 03:24 Killed by Mayalaith the elven blood mage at level 29 on the 30th Gold 123rd year of Ascendancy at 04:54 |
Primary Stats
Strength | 29 (base 10) |
Dexterity | 71 (base 36) |
Constitution | 61 (base 29) |
Magic | 18 (base 11) |
Willpower | 34 (base 10) |
Cunning | 113 (base 60) |
Resources
Life | -122/897 |
Steam | 91/100 |
Healing Factor | 1.5849470706753 |
Regeneration | 21.000548686448 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +30% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 7 |
See Stealth | 13 |
See Invisible | 9 |
Offense: Mainhand
Damage | 75 |
Accuracy | 73 |
Crit Chance | 41% |
APR | 3 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 55 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 71 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Acid | +22% |
Light | +34% |
Temporal | +6% |
Darkness | +13% |
Cold | +30% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 37 (83.292302510663%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 50 |
Mental Save | 63 |
Defense: Resistances
Acid | + 41%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 63%( 70%) |
All | + 18%( 70%) |
Lightning | + 41%( 70%) |
Light | + 30%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 24%( 70%) |
Nature | + 62%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 40% |
Stun Resistance | 20% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Willpower 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 160% efficiency and cooldown mod of 64%. Its effects scale with your Cunning 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 175% efficiency and cooldown mod of 94%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.2 steam per turn. Can be activated for an instant burst of 66 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 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 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 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 1 of Old Forest. Escort: injured seer (level 1 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 Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Norgos Lair. Escort: temporal explorer (level 3 of Norgos Lair)As a reward you improved Cunning 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 Shardskin. * 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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 14. | 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: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed black mamba head. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed honey tree root. * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' 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 electric eel tail. * You've found the needed wretchling eyeball. * You've found the needed chunk of ghoul flesh. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Talents +3 Rocket Boots Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Ego] Nature/Master Weapon Damage 139% 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 +5.0% Capacity 50 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 188 physical damage While equipped: other ------- Reload +2 Talents +2 Antimagic Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: offense ------ Damage +8% light other ------- Light +4 Infravision +7 See Stealth +4 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +8 Dex +10 Cun +3 Con offense ------ Critical power +20.00% defense ------ Armor +4 Fatigue +4% Mind save +15 (+3 eff.) other ------- Stamina/turn +2.00 Max stamina +10.00 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 [Random Unique] Nature/Master/Psionic While equipped: Stats +8 Dex offense ------ On-Hit 5 acid Damage +4% acid +6% temporal Accuracy +15 (+4 eff.) defense ------ Armor +2 Resistance +7% acid Physical save +7 (+2 eff.) Mind save +6 (+1 eff.) Disarm Resist +105% other ------- Light +1 Talents +3 Iron Grip Unarmed combat: Weapon Damage 116% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +7 acid On Hit: 10% Perfect Control level 3 On Hit: 10% Corrosive Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: defense ------ Armor +4 Physical save +3 (+1 eff.) Unlife -40.00 life Healmod +10% Teleport Resist +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 41 lightning damage and will be dazed for 1 turn (206 total damage) Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Dex +3 Wil +4 Cun offense ------ Accuracy +6 (+1 eff.) defense ------ Fatigue -4% Resistance +3% cold +3% nature +9% darkness Mind save +6 (+1 eff.) other ------- Encumbrance +23 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 16.09 cold and 12.38 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 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Dex +7 Cun +11 Con offense ------ Critical power +5.00% Move Speed +10% Damage +9% light Ignore resists +10% fire Accuracy +10 (+2 eff.) defense ------ Fatigue -9% Physical save +23 (+6 eff.) Life +62.00 Life Regen +9.00 Healmod +15% Cut Resist +70% other ------- Stamina/turn +0.90 Light +3 Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.5 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 393 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T4 steamgun 1H weapon [Random Unique] Master/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +800% On-Hit, radius 1 +36 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +5 Str +8 Dex +4 Mag +3 Cun offense ------ Physical Power +7 (+2 eff.) Combat Speed +10% Damage +3% acid 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 [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Wil offense ------ Physical Crit +5.0% Critical power +10.00% Physical Power +4 (+1 eff.) Against +21% Summoned When Hit 8 light defense ------ Fatigue -12% Resistance +7% acid +7% cold +7% fire +5% arcane +16% lightning Resist Against +24% Summoned Physical save +9 (+2 eff.) Confus Resist +10% other ------- Encumbrance +30 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 156% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +132 On-hit +18 acid +15 light +14 darkness While equipped: Stats +2 Mag +5 Cun +2 Con offense ------ Damage +17% light +13% darkness When Hit: * 15% chance to reduce armor by 37% defense ------ Armor +8 Fatigue +8% Resistance +14% acid +14% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Mag +1 Wil +2 Con defense ------ Defense +2 (+0 eff.) Resistance +12% lightning Spell save +9 (+3 eff.) Stun Resist +20% other ------- Max mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Life Regen +4.00 Poison Resist +40% Disease Resist +40% Cut Resist +40% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 59%. 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: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 105% efficiency and cooldown mod of 86%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. 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: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 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: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.5 steam per turn. Can be activated for an instant burst of 67 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.1 steam per turn. Can be activated for an instant burst of 35 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.0 steam per turn. Can be activated for an instant burst of 30 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: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 503% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: 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 fire, 2 physical, 5 darkness, 5 light 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 +3 Str offense ------ Damage +3% temporal Ignore resists +20% nature When Hit 2 acid defense ------ Resistance +3% nature Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Spellpower/crit +2 Damage +3% lightning +9% blight Ignore resists +20% lightning defense ------ Resistance +11% light +12% darkness Blind Resist +22% other ------- Mana-on-crit +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ When Hit 2 lightning defense ------ Defense +15 (+5 eff.) Resistance +12% lightning +6% temporal +6% darkness Physical save +8 (+2 eff.) Unlife -40.00 life Life +50.00 Life Regen +4.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +10% darkness Blind Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Mind save +5 (+1 eff.) Confus Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Life +23.00 Disarm Resist +20% Pinning Resist +23% Knockbk Resist +20% Rings make your fingers look great! |
![]() 4.0 Encumbrance T4 sling 1H weapon [Rare] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 Ignore Shields +30% On-crit, radius 2 +33 lightning +35 cold While equipped: Stats +4 Wil offense ------ Spellpower/crit +4 Move Speed +32% Damage +27% acid Ignore resists +21% lightning +13% cold +10% blight When Hit 4 blight Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T5 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +5 Str +5 Wil offense ------ Physical Power +11 (+3 eff.) On-Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 27 defense ------ Resistance +5% arcane Crit Resistance 10.00% Life Regen +4.00 Blind Resist +20% Pinning Resist +20% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Ego++] Nature/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +8 Str +5 Dex +4 Mag +14 Wil +7 Cun +13 Con defense ------ Life +26.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Ego++] Nature/Disrupt/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +12 nature On Critical: * silences the target Uses 2.0 Steam While equipped: Stats +7 Con +7 Wil offense ------ Ignore resists +6% nature defense ------ Life +58.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+3 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+2 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 2.5 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 28.47 cold damage and 21.90 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Mind Crit +4% Damage +3% fire Ignore resists +10% lightning When Hit 2 mind defense ------ Resistance +6% lightning +7% temporal other ------- Max hate +2.00 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 T3 belt armor [Random Unique] Nature/Master While equipped: offense ------ Damage +33% physical Ignore resists +17% physical Accuracy +5 (+1 eff.) When Hit 8 physical defense ------ Armor +2 Life Regen +1.10 Healmod +15% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str +3 Dex +5 Cun +2 Con +6 Lck offense ------ Critical power +5.00% defense ------ Stealth +6 other ------- Disarm Traps +6 Light +3 Infravision +4 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Damage +15% light defense ------ Resistance +12% darkness +11% mind +12% cold +5% arcane +7% all Physical save +11 (+3 eff.) Spell save +11 (+3 eff.) Mind save +21 (+5 eff.) other ------- Light +1 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +15% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Move Speed +25% Ignore resists +5% mind defense ------ Armor +1 Resistance +15% lightning +3% mind +5% arcane A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +7 Str +1 Mag +6 Wil +0 Cun offense ------ Critical power +5.00% Spellpower +15 (+5 eff.) defense ------ Armor +4 Fatigue +4% Resistance +7% blight +9% lightning Physical save +18 (+4 eff.) Mind save +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +8 Str offense ------ Physical Power +15 (+4 eff.) Ignore Armor +1 When Hit 6 nature On-Hit (Melee): * 20% chance to slow global speed by 68% * 20% chance to reduce all saves and defense by 39 defense ------ Armor +5 Defense +10 (+3 eff.) Fatigue +5% Resistance +11% nature Spell save +7 (+2 eff.) Life +94.00 Healmod +16% A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +5% temporal A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Cun offense ------ Damage +10% lightning defense ------ Defense +1 (+0 eff.) Resistance +27% lightning Mind save +12 (+3 eff.) other ------- See Invisibility +6 A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Random Unique] Nature/Psionic While equipped: Stats +2 Cun offense ------ Ignore resists +5% darkness +10% acid defense ------ Armor +17 Defense +14 (+4 eff.) Fatigue +12% Resistance +12% blight +3% temporal +7% mind +9% light Mind save +34 (+8 eff.) Life Regen +5.50 other ------- Stamina/turn +2.10 A suit of armour made of mail. |
![]() 7.0 Encumbrance T5 shield armor [Rare] Nature When used to Attack: Weapon Damage 180% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +200 On-hit +16 cold On-Hit, radius 1 +12 arcane On Hit: * 25% chance to reduce armor by 37% While equipped: offense ------ On-Hit 10 acid Damage +12% arcane +15% temporal Ignore resists +25% cold When Hit 12 acid defense ------ Armor +10 Fatigue +8% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Ego+] Arcane/Master When used to Attack: Weapon Damage 132% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +78 On-crit, radius 2 +13 light +28 fire While equipped: offense ------ On shield block: * Deals 140 light and fire damage to each enemy blocked defense ------ Armor +6 Fatigue +8% Resistance +17% lightning +5% fire +7% light 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: 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 T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 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.(89 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: offense ------ Damage +6% nature +12% mind Ignore resists +10% acid +25% nature +5% mind other ------- Light +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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 Encumbrance 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 68% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful frost salve [power 32] powerful frost salve [power 32]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 94% cooldown modifier. Remove 2 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 435] powerful healing salve [power 435]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 94% cooldown modifier. Heal 435 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful water salve [power 32] powerful water salve [power 32]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 175% efficiency and 94% cooldown modifier. Remove 2 mental effects and grants a water aura (32% 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 [Ego+] Arcane Weapon Damage 142% 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 22 On-ranged-hit +11 blight On Hit: 20% Epidemic level 3 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 27 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T3 shot ammo [Ego+] Psionic Weapon Damage 134% 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 +5.0% Capacity 18 On-ranged-hit +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 269 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 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 belt When attached: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% darkness defense ------ Resistance +12% lightning +3% cold +5% arcane other ------- Light +2 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 35. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% nature +6% fire defense ------ Resistance +15% fire Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 245 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 2. Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 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. |
Achievements
By Bardin the Dwarf Annihilator level 9
30th Voratun 122nd year of Ascendancy at 05:51 see stats
By Bardin the Dwarf Annihilator level 23
43rd Steel 123rd year of Ascendancy at 18:13 see stats
By Bardin the Dwarf Annihilator level 27
10th Gold 123rd year of Ascendancy at 17:35 see stats
By Bardin the Dwarf Annihilator level 10
30th Profit 122nd year of Ascendancy at 02:00 see stats
By Bardin the Dwarf Annihilator level 20
31st Iron 123rd year of Ascendancy at 03:34 see stats
By Bardin the Dwarf Annihilator level 28
12nd Gold 123rd year of Ascendancy at 23:25 see stats
By Bardin the Dwarf Annihilator level 22
37th Steel 123rd year of Ascendancy at 15:11 see stats
By Bardin the Dwarf Annihilator level 29
30th Gold 123rd year of Ascendancy at 04:35 see stats
By Bardin the Dwarf Annihilator level 6
18th Voratun 122nd year of Ascendancy at 21:41 see stats
By Bardin the Dwarf Annihilator level 9
29th Profit 122nd year of Ascendancy at 10:31 see stats
By Bardin the Dwarf Annihilator level 13
41st Profit 122nd year of Ascendancy at 21:55 see stats
By Bardin the Dwarf Annihilator level 23
44th Steel 123rd year of Ascendancy at 10:32 see stats
By Bardin the Dwarf Annihilator level 17
22nd Iron 123rd year of Ascendancy at 12:44 see stats
Log
You may not change level so soon after a kill (6 game turns left to wait)!
Bardin receives 568 healing.
Bardin resists the disease!
Nerusenor the elven cultist's Channel Staff hits Bardin for (144 exoskeleton), 144 blight (144 total damage).
Porewyn the elven blood mage casts Blood Spray.
Rotting Disease from Elven cultist hits Bardin for (11 exoskeleton), 11 blight (11 total damage).
Porewyn the elven blood mage hits Bardin for (36 exoskeleton), 36 blight (36 total damage).
Curse of Death from Xerylrathra the elven blood mage hits Bardin for (20 exoskeleton), 20 darkness (20 total damage).
Something shoves Something aside.
Bardin's Rocket Pod performs a ranged critical strike against Nerusenor the elven cultist!
Bardin's Rocket Pod hits Nerusenor the elven cultist for 120 fire, 32 fire (152 total damage).
Thunderstorm hits Bardin for (11 exoskeleton), 11 lightning (11 total damage).
Burning Phosphorous from Bardin hits Nerusenor the elven cultist for 21 fire damage.
Nerusenor the elven cultist casts Soul Rot.
Bardin's Rocket Pod hits Something for 64 fire damage.
Something hits Bardin for (44 exoskeleton), 225 lightning (225 total damage).
Bardin's fire wall area effect hits Porewyn the elven blood mage for 34 fire damage.
Something shoves Something aside.
Nerusenor the elven cultist's Soul Rot hits Something for 332 blight damage.
Porewyn the elven blood mage casts Blood Grasp.
Talent Block is ready to use.
Talent Lock On is ready to use.
Talent Grenade Launcher is ready to use.
Talent Resonance Field is ready to use.
Rotting Disease from Elven cultist hits Bardin for (0 exoskeleton), 22 blight (22 total damage).
Curse of Death from Xerylrathra the elven blood mage hits Bardin for (0 exoskeleton), 41 darkness (41 total damage).
Mayalaith the elven blood mage casts Drain.
Mayalaith the elven blood mage's spell attains critical power!
Mayalaith the elven blood mage hits Bardin for (28 exoskeleton), 369 blight (369 total damage).
Bardin the level 29 dwarf annihilator was tainted to death by Mayalaith the elven blood mage on level 2 of Dark crypt.