










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Werekracken's Stone Warden Race Unlock Fork 1.7.4This is a fork of Bnnuy's Stone Warden Race Unlock addon which removes the race lock from stone warden that prevents creation of non-dwarf stone wardens. As a side effect, if you play with multiple addons you should now see all of the talents from those available on adventurers and wanderers too. (This addon makes talents with the not_on_random_boss available to adventurers and wanderers. Use them at your own risk.) This addon overloads the adventurer and wilder classes, and superloads the WandererSeed mod dialog. https://github.com/Werekracken/tome-wkstone-warden-race-unlock Changelog Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. Items Vault 1.7.6Donators/Buyers bonus! Embers With All Races 1.7.4Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. 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:
Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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 | Female |
Race | Drem |
Class | Adventurer |
Level / Exp | 37 / 62% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 11 on the 1st Profit 122nd year of Ascendancy at 10:34 4 / 4Killed by Mayemina the vampire lord at level 28 on the 45th Dearth 122nd year of Ascendancy at 10:22 Killed by Vorowen the corrupted acidic digestor at level 30 on the 20th Loss 122nd year of Ascendancy at 00:02 Killed by ritch flamespitter at level 37 on the 6th Voratun 123rd year of Ascendancy at 18:29 |
Primary Stats
Strength | 81 (base 60) |
Dexterity | 25 (base 12) |
Constitution | 40 (base 12) |
Magic | 93 (base 60) |
Willpower | 33 (base 13) |
Cunning | 65 (base 29) |
Resources
Mana | 311/311 |
Life | -80/906 |
Paradox | 300 |
Hate | 100/100 |
Psi | 55/103 |
Vim | 67/262 |
Steam | 100/100 |
Insanity | 7/100 |
Stamina | 208/286 |
Equilibrium | 765 |
Healing Factor | 1.3722297605397 |
Regeneration | 0.34305744013493 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -42% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 14 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 128 |
Accuracy | 66 |
Crit Chance | 74% |
APR | 71 |
Speed | 1.00 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Temporal | +18% |
Physical | +76% |
Mind | +22% |
All | +10% |
Offense: Damage Penetration
Lightning | +5% |
Temporal | +9% |
Blight | +25% |
Physical | +14% |
All | 0% |
Defense: Base
Armour (hardiness) | 64.723073231957 (43%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 2 |
Physical Save | 42 |
Spell Save | 39 |
Mental Save | 43 |
Defense: Resistances
Lightning | + 32%( 70%) |
Acid | + 36%( 70%) |
Darkness | + 36%( 70%) |
Blight | + 43%( 70%) |
Physical | + 19%( 70%) |
Fire | + 12%( 70%) |
All | + 32%( 70%) |
Defense: Immunities
Pinning Resistance | 25% |
Confusion Resistance | 67% |
Teleport Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 50% |
Silence Resistance | 73% |
Stun Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 856% 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 Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
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 61%. |
Class Talents
Corruption / Wrath | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Corruption / Brutality | 1.20 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Chronomancy / Spacetime Weaving | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Thermal Shield |
talent | Share the Pain |
talent | Mitosis |
talent | Kinetic Shield |
talent | Abyssal Shield |
talent | Elemental Harmony |
talent | Premonition |
talent | Beyond the Flesh |
detrimental effect | The target physical resistance is reduced by 54%. Lowered physical resistance |
beneficial effect | Reduces fire damage received by 26%. Premonition Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target fire resistance is reduced by 54%. Lowered fire resistance |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed ice ant stinger. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed vial of fire wyrm saliva. * You've found the needed hummerhorn wing. 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 warg claw. * You've found the needed faerlhing fang. * You've found the needed vial of elder vampire blood. 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 minotaur nose. * You've found the needed ice wyrm tooth. * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 5.0 Encumbrance T5 staff 2H weapon [Ego++] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +26 Critical Rate +25.0% Attack Speed 100% While equipped: Stats +5 Mag +5 Cun +4 Con offense ------ Spell Crit +5% Critical power +23.00% Spellpower +27 (+6 eff.) Damage +30% physical other ------- Mana/turn +0.27 Negative/turn +0.20 Vim-on-crit +6.00 Max vim +37.00 Max negative +33.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Light source | ![]() 1.0 Encumbrance T3 lite [Ego+] Nature/Psionic While equipped: Stats +3 Wil offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +8 (+2 eff.) defense ------ Resistance +10% blight Mind save +7 (+3 eff.) other ------- Light +4 See Stealth +14 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. It was hardened by the digestive sack. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +5 Cun offense ------ Damage +12% mind Ignore resists +5% lightning defense ------ Armor +1 Fatigue +1% Resistance +6% blight +6% darkness Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Silence Resist +40% other ------- Light +2 Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 5.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 13 light damage to everyone else who enters. The circle lasts 6 turns. A hat made of leather. Very stylish. |
On feet | ![]() 2.0 Encumbrance T5 feet armor [Ego++] Psionic While equipped: Stats +9 Wil +4 Cun +4 Con offense ------ Mindpower +7 (+3 eff.) Ignore resists +5% physical defense ------ Armor +5 Physical save +24 (+8 eff.) Spell save +9 (+3 eff.) Mind save +7 (+3 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% Blindside: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +25% blight When Hit 10 blight On-Hit (Melee): * 20% chance to reduce armor by 43% defense ------ Resistance +6% acid other ------- Light +3 Blast the opponent's mind dealing 140 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 44% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +4 Dex offense ------ Critical power +15.00% Physical Power +15 (+4 eff.) Damage +15% physical defense ------ Armor +4 Resistance +23% physical other ------- Stamina/turn +2.00 Max stamina +20.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+3 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Physical Crit +5.0% Physical Power +15 (+4 eff.) Damage +6% physical defense ------ Defense +10 (+5 eff.) Unlife -40.00 life Healmod +15% Cut Resist +50% other ------- EQ when Hit +0.08 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 308 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 182% Range: 1.0x-1.6x Uses 78% Wil, 10% Mag Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +38 Critical Rate +40.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con offense ------ Damage +10% all defense ------ Resistance +10% all other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +5 Cun +11 Con offense ------ Accuracy +8 (+2 eff.) Ignore Armor +11 defense ------ Armor +16 Hardiness +13% Resistance +8% physical Disarm Resist +100% other ------- Talents +5 Iron Grip Unarmed combat: Weapon Damage 133% Range: 1.0x-1.1x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +12 Critical Rate +5.0% Attack Speed 100% On Hit: 5% Stone Touch level 5 On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 5.9 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 187% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 332, based on Magic) for 10 turns. Uses 20 power out of 15/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Cloak | ![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+1 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 3.0 Power cost 60 out of 20/60. Range melee/personal Cooldown: 60 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 146.10 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Wil +13 Mag offense ------ Spellpower +14 (+3 eff.) Spellpower/crit +5 Damage +10% physical +8% temporal Ignore resists +9% physical +9% temporal When Hit 50 physical defense ------ Armor +20 Fatigue +1% Resistance +13% all Anomaly Control +14 Silence Resist +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 138% efficiency and cooldown mod of 73%. 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: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 122% efficiency and cooldown mod of 83%. 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 126% efficiency and cooldown mod of 88%. 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 232% efficiency and cooldown mod of 57%. 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: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Cunning 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: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 202 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 263 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -478 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 956 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -788 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1576 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 546% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 527% 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 729% 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 525% 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 [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 565 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 141.42 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 72.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 103 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 125 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance 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] [can be learnt] 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] [can be learnt] 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] [can be learnt] 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] [can be learnt] 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 T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +18% lightning Ignore resists +25% fire When Hit 6 lightning defense ------ Resistance +46% cold +56% fire other ------- Masteries +0.40 Corruption/Spellblaze Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil offense ------ Damage +3% arcane When Hit 4 arcane 2 nature defense ------ Resistance +5% arcane +6% blight Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: Stats +2 Con defense ------ Physical save +6 (+2 eff.) Life +39.00 Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Dex +3 Mag +6 Wil offense ------ Spellpower/crit +3 other ------- Mana/turn +0.15 Max mana +27.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +6% light +11% physical Ignore resists +20% darkness defense ------ Resistance +11% physical +6% light +6% cold other ------- Light +1 Rings make your fingers 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 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +2 Wil +8 Con offense ------ Physical Power +10 (+3 eff.) Mindpower +10 (+4 eff.) Damage +12% light +3% mind +15% nature Ignore resists +15% mind defense ------ Resistance +30% nature Physical save +12 (+4 eff.) Spell save +9 (+3 eff.) Mind save +8 (+3 eff.) other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% lightning defense ------ Fatigue -5% Resistance +20% lightning other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) Damage +11% lightning defense ------ Resistance +22% lightning +3% cold +6% blight Life +20.00 Life Regen +2.00 Disarm Resist +10% Stun Resist +24% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag offense ------ On-Hit 13 light On-Ranged-Hit 10 light Damage +12% light defense ------ Spell save +8 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 21% Wil, 39% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Rare] Master Weapon Damage 182% Range: 1.0x-1.5x Uses 72% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +8 arcane While equipped: Stats +4 Wil offense ------ Physical Crit +21.0% Critical power +69.00% Spellpower +20 (+5 eff.) Damage +9% arcane Ignore resists +15% blight Ignore Armor +17 When Hit 6 arcane other ------- Max mana +60.00 Massive two-handed mauls. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Random Unique] Arcane Weapon Damage 168% Range: 1.0x-1.5x Uses 72% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On-hit +4 lightning On-Hit, radius 1 +16 lightning On Hit: 20% Curse of Defenselessness level 4 On Hit: * 20% chance to reduce all saves and defense by 25 * 25% chance for lightning to strike from the target to a second target dealing 122 damage * Create an explosion dealing 122 lightning damage (1/turn) While equipped: offense ------ Damage +27% lightning Ignore resists +24% lightning defense ------ Resistance +3% mind Massive two-handed mauls. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Master Weapon Damage 181% Range: 1.0x-1.5x Uses 72% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +4 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +13 Str offense ------ Physical Crit +26.0% Physical Power +20 (+5 eff.) Damage +7% physical Accuracy +35 (+9 eff.) defense ------ Resistance +9% acid +9% temporal +3% blight Spell save +12 (+4 eff.) Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 152% Range: 1.0x-1.6x Uses 72% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane/Master Weapon Damage 141% Range: 1.0x-1.4x Uses 60% Wil Damage Acid Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 5.5 Power cost 30 out of 30/30. Range 10 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 59 acid damage in a 4 radius ball. This damage will increase by 43% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 Encumbrance T4 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 144% Range: 1.0x-1.4x Uses 60% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +9 Str +5 Mag +7 Wil offense ------ Spell Crit +2% Spellpower +33 (+7 eff.) Spellpower/crit +4 Damage +20% physical Accuracy +18 (+5 eff.) other ------- Mana-on-crit +2.00 Blunt and deadly. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Psionic Weapon Damage 107% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) On-Hit 7 mind 8 darkness Damage +5% mind +4% darkness defense ------ Life +24.00 Life Regen +1.20 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Weapon Damage 105% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life +19.00 Life Regen +1.50 other ------- Hate/kill +3.00 Psi/kill +4.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 39.09 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Weapon Damage 106% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) Resonance +5% On-Hit 12 acid Damage +6% acid +5% mind Ignore resists +9% acid +4% mind defense ------ Resistance +7% acid +4% mind Life Regen +3.00 other ------- Psi when Hit +0.80 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 [Random Unique] Nature/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On Hit: * 10% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% While equipped: Stats +5 Str +5 Dex +6 Mag +13 Wil +7 Cun +16 Con offense ------ Ignore resists +7% physical defense ------ Resistance +6% nature +5% arcane Life +28.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invisibility +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 4.5 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 176.05 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (352). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane Weapon Damage 137% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +8 Mag +7 Wil offense ------ Spell Crit +25% Spellpower +40 (+9 eff.) Damage +30% lightning +30% fire +30% arcane +30% cold defense ------ Silence Resist +40% other ------- Mana-on-crit +12.00 Max mana +40.00 Talents +1 Command Staff Cooldown Arcane Vortex -2 Ice Storm -2 Chain Lightning -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Dex 48 [Ego++] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Physical Crit +8.0% Ignore resists +18% physical Accuracy +12 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 [Ego+] Disrupt/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +17 nature On Critical: * silences the target Uses 2.0 Steam While equipped: offense ------ Ignore resists +9% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Dex 35 [Ego++] Disrupt/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +13 nature On Critical: * silences the target Uses 2.0 Steam While equipped: offense ------ Physical Crit +9.0% Ignore resists +7% nature Accuracy +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego++] Nature/Master/Steamtech Weapon Damage 139% Range: 1.0x-1.5x Uses 60% Wil Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +70 Uses 1.0 Steam When used to Attack: On Hit: * Deal physical damage equal to your armor (65) While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +10 (+3 eff.) defense ------ Armor +7 Defense +8 (+4 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Psionic/Steamtech Weapon Damage 148% Range: 1.0x-1.5x Uses 60% Wil Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +100 Uses 1.0 Steam When used to Attack: On-hit +20 physical While equipped: Stats +3 Wil defense ------ Armor +6 Defense +10 (+5 eff.) Fatigue +12% Resistance +10% physical Windwall +67 Slow Projectiles +26% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Dex offense ------ Physical Power +3 (+1 eff.) On-Hit (Melee): * 10 arcane resource burn * 20% chance to slow global speed by 51% defense ------ Resistance +3% acid Spell save +6 (+2 eff.) Mind save +9 (+3 eff.) Healmod +5% other ------- Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +4 Str defense ------ Resistance +6% blight +12% fire +5% arcane +6% acid Life Regen +1.20 Healmod +20% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +8 Lck offense ------ Mind Crit +5% Damage +6% mind +15% cold Ignore resists +10% mind defense ------ Stealth +8 other ------- Disarm Traps +16 EQ when Hit +0.24 Max hate +10.00 Infravision +4 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +13% physical +6% cold Ignore resists +10% mind +7% physical When Hit 4 fire defense ------ Resistance +12% cold other ------- Psi when Hit +0.16 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 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 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats +5 Wil +5 Mag offense ------ Spell Crit +4% defense ------ Defense +13 (+7 eff.) Stealth +8 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Con offense ------ Mindpower +4 (+2 eff.) Damage +3% mind Ignore resists +15% fire When Hit 2 cold 2 fire defense ------ Resistance +3% mind +9% fire Mind save +6 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +5 Wil offense ------ Critical power +10.00% Ignore resists +10% fire When Hit 6 lightning defense ------ Defense +8 (+4 eff.) Physical save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Ignore resists +20% darkness defense ------ Defense +1 (+1 eff.) Resistance +5% arcane Physical save +3 (+1 eff.) Mind save +6 (+2 eff.) Blind Resist +10% Confus Resist +20% Teleport Resist +10% 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] Master While equipped: Stats +5 Dex offense ------ Physical Crit +3.0% Ignore resists +20% physical defense ------ Armor +7 Defense +2 (+1 eff.) Resistance +14% cold +2% physical +6% darkness +3% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Resistance +12% darkness +10% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +10% Out-of-Phase Resilience +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown 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 T5 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Wil +4 Mag offense ------ Spell Crit +6% defense ------ Armor +13 Defense +3 (+2 eff.) Resistance +20% cold 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 T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Wil +6 Mag defense ------ Resistance +9% blight +13% all Life +79.00 Life Regen +3.00 Healmod +14% other ------- Mana/turn +0.18 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Spell Crit +9% Mind Crit +4% Spellpower +22 (+5 eff.) Mindpower +4 (+2 eff.) defense ------ Resistance +13% all Mind save +20 (+7 eff.) other ------- Mana/turn +0.26 Max mana +75.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Nature/Master While equipped: Stats +5 Con offense ------ Damage +10% nature defense ------ Armor +4 Defense +4 (+2 eff.) Resistance +11% all Physical save +15 (+5 eff.) Poison Resist +20% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Str +5 Dex +11 Lck offense ------ Ignore Armor +2 When Hit 4 lightning defense ------ Armor +3 Crit Resistance 15.00% Stealth +10 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Str +2 Dex defense ------ Armor +8 Fatigue -3% Resistance +6% nature Physical save +6 (+2 eff.) Unlife -80.00 life other ------- Encumbrance +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Critical power +5.00% Physical Power +20 (+5 eff.) Damage +6% light defense ------ Armor +3 Fatigue -6% Physical save +14 (+4 eff.) Unlife -60.00 life other ------- Encumbrance +24 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +7 Cun +5 Con offense ------ Damage +3% lightning defense ------ Armor +9 Physical save +19 (+6 eff.) Mind save +20 (+7 eff.) Silence Resist +39% Confus Resist +35% Stun Resist +32% other ------- Infravision +2 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +4 Dex offense ------ Damage +9% lightning defense ------ Armor +6 Resistance +3% acid +3% darkness +10% cold +8% fire +5% arcane +12% nature other ------- Infravision +2 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 187% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Master/Psionic While equipped: Stats +4 Wil +5 Con offense ------ Mindpower +5 (+2 eff.) Ignore resists +8% physical defense ------ Armor +3 Resistance +6% cold +10% fire Blindside: Puts all charms on 25 turn cooldown Effective talent level: 4.5 Power cost 25 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego++] Nature/Psionic While equipped: Stats +3 Wil +4 Con offense ------ Mindpower +5 (+2 eff.) Move Speed +10% Ignore resists +6% physical defense ------ Armor +4 Fatigue -4% Life +33.00 other ------- Stamina/turn +0.40 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.5 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 83% On-hit +10 crippling poison Fire a poisonous bolt out to range 6 that deals 8 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 23 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Unarmed combat: Weapon Damage 109% Range: 1.0x-1.1x Uses 20% Mag, 64% Cun, 24% Wil Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% Damage Conversion 100% void On Hit: 15% Dust to Dust level 1 On Hit: 10% Mind Blast level 1 On Hit: 10% Turn Back the Clock level 1 On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.1x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Damage +3% darkness Accuracy +11 (+3 eff.) When Hit 2 darkness defense ------ Armor +1 Resistance +6% cold Spell save +3 (+1 eff.) Life +60.00 Blind Resist +20% Unarmed combat: Weapon Damage 89% Range: 1.0x-1.1x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T4 hands armor [Ego] Arcane While equipped: Stats +6 Mag offense ------ On-Hit 11 temporal On-Ranged-Hit 12 temporal Damage +6% arcane +8% temporal defense ------ Armor +3 Resistance +8% temporal Unarmed combat: Weapon Damage 131% Range: 1.0x-1.1x Uses 24% Wil, 64% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-hit +10 arcane On-crit, radius 2 +10 arcane On Hit: * 7% chance to gain 10% of a turn (3/turn limit) 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 +1 Cun +3 Str offense ------ Critical power +10.00% Damage +15% mind defense ------ Armor +1 Fatigue +1% Mind save +6 (+2 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+4 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 4.5 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 51.51 mind damage and cripples the target's higher mental functions, reducing cunning by 12 and confusing (29% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mindpower +3 (+1 eff.) Damage +6% lightning defense ------ Armor +3 Fatigue +5% Resistance +12% acid other ------- Max psi +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) Accuracy +15 (+4 eff.) Ignore Armor +3 defense ------ Armor +8 Fatigue +4% Resistance +9% nature +6% mind Physical save +18 (+6 eff.) Spell save +5 (+2 eff.) Life +58.00 Healmod +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str offense ------ Damage +6% light +6% mind Ignore resists +5% light When Hit 2 mind defense ------ Armor +1 Fatigue +1% Resistance +6% mind 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 (+4 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] Master While equipped: Stats +3 Str +3 Mag offense ------ Critical power +20.00% Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% other ------- Stamina/turn +1.00 A cap made of leather. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+4 eff.) Spell save +12 (+4 eff.) Mind save +12 (+4 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+6 eff.) defense ------ Defense +8 (+4 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 3.5 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 8.04 mind and 7.25 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 18. Terrified: Deals 1.81 mind and 1.64 darkness damage per turn and increases cooldowns by 29%. Haunted: Causes the target to suffer 3.19 mind and 2.87 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Critical power +5.00% Accuracy +10 (+3 eff.) When Hit 2 physical defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- EQ when Hit +0.08 Max stamina +30.00 Max hate +6.00 Breathe water A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +3% Physical save +13 (+4 eff.) other ------- Stamina when Hit +1.20 EQ when Hit +1.30 A hat made of leather. Very stylish. |
![]() 14.0 Encumbrance T4 heavy armor [Random Unique] Nature/Master While equipped: offense ------ Damage +3% darkness +6% temporal Ignore resists +25% darkness defense ------ Armor +21 Defense +4 (+2 eff.) Fatigue +12% Resistance +21% acid +3% temporal Life +36.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Disrupt/Psionic While equipped: Stats +3 Cun defense ------ Armor +14 Defense +13 (+7 eff.) Fatigue +12% Resistance +14% nature +14% blight Mind save +18 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Master/Psionic While equipped: Stats +5 Cun +7 Wil defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +20% acid Mind save +18 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 Encumbrance T3 light armor [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +12% blight +7% physical +12% nature Physical save +18 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +3 Dex +5 Mag +7 Wil +6 Cun defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Life +45.00 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +5.0% Critical power +13.00% Physical Power +7 (+2 eff.) defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Life Regen +3.60 other ------- Stamina/turn +1.10 A suit of armour made of leather. |
![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Unique] Nature/Master When used to Attack: Weapon Damage 170% Range: 1.0x-1.2x Uses 60% Wil Damage Fire Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+8 eff.) Ranged Defense +15 (+8 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 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 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 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 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 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: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag offense ------ Spell Crit +5% Damage +9% light +6% mind Ignore resists +10% light +10% cold other ------- Max mana +22.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +25 (+7 eff.) When Hit 4 physical defense ------ Defense +10 (+5 eff.) Resistance +7% darkness +8% fire other ------- Max stamina +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Random Unique] Nature/Master While equipped: Stats +2 Str offense ------ Spell Crit +3% Critical power +10.00% Damage +7% nature +3% darkness defense ------ Resistance +6% fire +7% darkness +11% nature Life +24.00 other ------- Mana/turn +0.12 Max stamina +19.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +5 Con defense ------ Fatigue -4% Resistance +5% arcane Crit Resistance 15.00% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +5 Cun +1 Str offense ------ Critical power +5.00% Mindpower +10 (+4 eff.) defense ------ Resistance +6% acid +15% lightning Life +20.00 other ------- Max stamina +16.00 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. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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 T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Mag +2 Wil offense ------ Ignore resists +10% blight defense ------ Armor +12 Mind save +6 (+2 eff.) other ------- Stamina/turn +1.00 Light +3 See Stealth +7 See Invisibility +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +11 Dex +4 Con defense ------ Crit Resistance 15.00% Life +58.00 other ------- Psi when Hit +0.08 Max psi +40.00 Light +7 Infravision +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind +3% acid Ignore resists +5% acid +5% fire On-Hit (Melee): * 20% chance to reduce armor by 43% defense ------ Resistance +6% acid +5% arcane other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 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 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 T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
amazing pain suppressor salve [power 266] amazing pain suppressor salve [power 266]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 103% efficiency and 61% cooldown modifier. Let you fight up to -266 life and reduces all damage by 25% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
great frost salve [power 19] great frost salve [power 19]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech Using medical injector with 103% efficiency and 61% cooldown modifier. Remove 2 physical effects and grants a frost aura (19% cold, darkness and nature 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 140% Range: 1.0x-1.2x Uses 92% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 19 Projectile Speed +200% Ignore Shields +30% On-ranged-hit +20 blight +20 physical +13 nature Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego+] Nature/Psionic Weapon Damage 151% Range: 1.0x-1.2x Uses 92% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 16 On-ranged-hit +16 fire On-crit, radius 2 +11 fire On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T2 shot ammo [Ego+] Arcane Weapon Damage 122% Range: 1.0x-1.2x Uses 92% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 On-Hit, radius 1 +9 fire On Hit: 20% Curse of Death level 2 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +5 Wil offense ------ Mind Crit +2% defense ------ Mind save +12 (+4 eff.) other ------- EQ when Hit +0.04 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 123 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 49 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +7 Cun offense ------ Critical power +10.00% Accuracy +10 (+3 eff.) defense ------ Armor +4 Defense +10 (+5 eff.) Crit Resistance 10.00% other ------- See Invisibility +12 Blast the opponent's mind dealing 88 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 52 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: Stats +3 Con defense ------ Armor +14 other ------- Stamina/turn +3.00 Sting an enemy dealing 223 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 17% for 2 turns. 100% to reduce fatigue by 56% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 51 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 608 Puts all charms on 22 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. |
![]() 2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+5 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 51 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 49 cold damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 10 lightning damage and will be dazed for 1 turn (54 total damage) Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 10 lightning damage and will be dazed for 1 turn (51 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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. |
![]() 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 Yviriara the Drem Adventurer level 36
35th Stralite 123rd year of Ascendancy at 15:51 see stats
By Yviriara the Drem Adventurer level 36
30th Stralite 123rd year of Ascendancy at 00:57 see stats
By Yviriara the Drem Adventurer level 37
40th Stralite 123rd year of Ascendancy at 14:16 see stats
By Yviriara the Drem Adventurer level 14
33rd Profit 122nd year of Ascendancy at 19:10 see stats
By Yviriara the Drem Adventurer level 33
16th Steel 123rd year of Ascendancy at 11:24 see stats
By Yviriara the Drem Adventurer level 23
27th Dearth 122nd year of Ascendancy at 18:40 see stats
By Yviriara the Drem Adventurer level 33
31st Steel 123rd year of Ascendancy at 10:07 see stats
By Yviriara the Drem Adventurer level 29
11st Loss 122nd year of Ascendancy at 04:24 see stats
By Yviriara the Drem Adventurer level 31
21st Loss 122nd year of Ascendancy at 00:29 see stats
By Yviriara the Drem Adventurer level 10
28th Voratun 122nd year of Ascendancy at 11:54 see stats
By Yviriara the Drem Adventurer level 20
13rd Dearth 122nd year of Ascendancy at 22:56 see stats
By Yviriara the Drem Adventurer level 30
11st Loss 122nd year of Ascendancy at 11:27 see stats
By Yviriara the Drem Adventurer level 31
11st Shortage 122nd year of Ascendancy at 13:27 see stats
By Yviriara the Drem Adventurer level 20
14th Dearth 122nd year of Ascendancy at 08:10 see stats
By Yviriara the Drem Adventurer level 11
1st Profit 122nd year of Ascendancy at 12:30 see stats
By Yviriara the Drem Adventurer level 9
25th Voratun 122nd year of Ascendancy at 03:21 see stats
By Yviriara the Drem Adventurer level 30
18th Loss 122nd year of Ascendancy at 00:48 see stats
By Yviriara the Drem Adventurer level 13
5th Profit 122nd year of Ascendancy at 21:35 see stats
By Yviriara the Drem Adventurer level 24
29th Dearth 122nd year of Ascendancy at 12:11 see stats
By Yviriara the Drem Adventurer level 24
30th Dearth 122nd year of Ascendancy at 02:12 see stats
By Yviriara the Drem Adventurer level 18
10th Dearth 122nd year of Ascendancy at 18:01 see stats
By Yviriara the Drem Adventurer level 35
27th Stralite 123rd year of Ascendancy at 20:38 see stats
Log
Yviriara casts Fiery Grasp.
The protective shield of Yviriara disappears.
Yviriara's surge ends.
Talent Implant: Medical Injector is ready to use.
Isenor the patchwork troll uses Mindlash.
Isenor the patchwork troll's mind surges with critical power!
Yviriara shares damage with her oozes!
Isenor the patchwork troll hits Bloated ooze for 397 physical damage.
Isenor the patchwork troll hits Yviriara for (41 to psi shield), (28 abyssal shield), 166 physical (166 total damage).
Isenor the patchwork troll killed Bloated ooze!
Yviriara casts Detonating Charge.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
Ritch flamespitter is on fire!
Ritch flamespitter resists the punch!
Yviriara steals life from Ritch flamespitter!
Yviriara hits Ritch flamespitter for 231 physical, 0 fire (231 total damage).
Yviriara hits Something for (56 turned into osmosis), 56 fire (56 total damage).
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Yviriara casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Share the Pain performs a melee critical strike against Ritch flamespitter!
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.
Ritch flamespitter is disabled.