

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Nekarcos's Quality of Life 09: Automation 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Provides the player various settings that control which objects will automatically be excluded from transmogrification.
Adds two bindable keys to [Key Bindings] that lets you wait for either 100 or X many turns.
Adds a bindable key to [Key Bindings] that causes your currently-controlled character to perform a single, AI-controlled action during combat.
When replacing a usable object with another usable object, all of the old object's talent hotkeys will be replaced with the new object's hotkey as well. Stability: High Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. 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. 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: 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.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). 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.
Online Character Sheet Extras 1.7.4Adds some features to your online character sheet: CompatibilityThis addon superloads the following functions non-destructively: This addon uses the ToME:PlayerDumpJSON hook. Changelog1.0.0: Weight: 723658 ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
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. 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 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 | Halfling |
Class | Annihilator |
Level / Exp | 50 / 2066% |
Size | small |
Lifes / Deaths | Killed by Xeruritta the rattlesnake at level 11 on the 10th Haze 122nd year of Ascendancy at 03:27 3 / 4Killed by Eilinamira the black crystal at level 14 on the 18th Haze 122nd year of Ascendancy at 04:00 Killed by Ivimira the corrupted protosentient globula at level 32 on the 4th Regrowth 123rd year of Ascendancy at 14:55 Killed by fire drake at level 50 on the 62nd Regrowth 124th year of Ascendancy at 21:35 |
Primary Stats
Strength | 55 (base 34) |
Dexterity | 121 (base 63) |
Constitution | 37 (base 9) |
Magic | 128 (base 60) |
Willpower | 37 (base 12) |
Cunning | 210 (base 65) |
Resources
Life | 1171/1171 |
Mana | 429/429 |
Steam | 130/130 |
Healing Factor | 2.5 |
Regeneration | 0.625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 8 |
See Stealth | 96 |
See Invisible | 101 |
Offense: Mainhand
Damage | 226 |
Accuracy | 90 |
Crit Chance | 245% |
APR | 57 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 104 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 93 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +32% |
Blight | +75% |
Arcane | +19% |
Mind | +19% |
All | +7% |
Crit. mult. | +231% |
Light | +35% |
Physical | +22% |
Cold | +19% |
Fire | +61% |
Nature | +32% |
Offense: Damage Penetration
Physical | +46% |
Light | +21% |
Mind | +21% |
Blight | +36% |
Arcane | +16% |
Fire | +21% |
All | +11% |
Defense: Base
Armour (hardiness) | 84 (48.594633868923%) |
Defense | 87 |
Ranged Defense | 87 |
Fatigue | 11.923805221685 |
Physical Save | 139 |
Spell Save | 127 |
Mental Save | 137 |
Defense: Resistances
Arcane | + 44%( 77%) |
Mind | + 54%( 77%) |
All | + 42%( 77%) |
Crit. shrug | +112% |
Lightning | + 69%( 77%) |
Light | + 42%( 77%) |
Temporal | + 48%( 77%) |
Physical | + 57%( 77%) |
Cold | + 55%( 77%) |
Fire | + 50%( 77%) |
Nature | + 43%( 77%) |
Defense: Immunities
Teleport Resistance | 100% |
Pinning Resistance | 25% |
Disarm Resistance | 100% |
Confusion Resistance | 68% |
Knockback Resistance | 25% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 79% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.8 steam per turn. Can be activated for an instant burst of 84 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 231% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 262% efficiency and cooldown mod of 76%. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1257% 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: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Steamtech / Chemical warfare | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Demolition | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Steamtech / Heavy weapons | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Miasma Engine |
talent | Exoskeleton |
talent | Premonition |
talent | Rocket Pod |
talent | Incendiary Grenade |
beneficial effect | The target's luck and cunning combine to grant it 100% higher critical chance and 100 saves. Halflings's Luck |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
beneficial effect | Increases all saves by 274 and healing factor by 137%. Unstoppable Force Salve |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 43% steamgun damage. 3 stacks remaining. Reactive Armor |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Poloselratta the white wolf. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+2 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +8% Physical save +15 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Life +80.00 Pinning Resist +25% Stun Resist +40% Knockbk Resist +25% Teleport Resist +100% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Master Weapon Damage 85.5 - 102.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Critical Rate +31.0% Capacity 24 Projectile Speed +200% On-ranged-hit +4 lightning On-Hit, radius 1 +12 lightning On-crit, radius 2 +8 lightning On Hit: * 21 arcane resource burn * 21% chance to slow global speed by 77% On Critical: * Wound the target dealing 454 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +5 Corrosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +8 Wil offense ------ Physical Crit +5.0% Critical power +19.00% Physical Power +8 (+1 eff.) Damage +28% light +6% cold Ignore resists +10% light +11% all Ignore Armor +13 When Hit 4 light defense ------ Resistance +9% cold Blind Resist +39% Confus Resist +27% other ------- Light +16 See Stealth +33 See Invisibility +22 Track: Puts all charms on 40 turn cooldown Effective talent level: 1.8 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +20 Cun offense ------ Critical power +10.00% Damage +12% arcane +6% cold Accuracy +11 (+2 eff.) When Hit: * 16% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +13 Defense +20 (+4 eff.) Fatigue +5% Resistance +22% mind +7% all Physical save +16 (+2 eff.) Mind save +46 (+6 eff.) Confus Resist +41% other ------- Max vim +30.00 A hat made of leather. Very stylish. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +9 Cun +10 Con offense ------ Physical Crit +11.0% Spell Crit +8% Mind Crit +12% Critical power +15.00% Damage +12% fire Accuracy +15 (+3 eff.) defense ------ Armor +17 Hardiness +10% Fatigue +3% Resistance +8% physical Disarm Resist +100% other ------- Max hate +2.00 Talents +5 Iron Grip Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +25.0% Attack Speed 83% On Hit: 5% Stone Touch level 3 On Crit: 20% Cripple level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 Encumbrance T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 147 for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 61. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: Stats +10 Cun +6 Dex offense ------ Spell Crit +4% Physical Power +14 (+2 eff.) Spellpower +24 (+4 eff.) Mindpower +14 (+3 eff.) Spellpower/crit +4 Damage +9% blight Ignore resists +5% arcane Accuracy +11 (+2 eff.) defense ------ Spell save +3 (+1 eff.) Blind Resist +40% other ------- Mana-on-crit +2.00 Max mana +20.00 Infravision +6 See Stealth +23 See Invisibility +24 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +10 Mag +27 Cun offense ------ Spellpower +12 (+2 eff.) Ignore resists +25% blight +10% mind Accuracy +11 (+2 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 47 defense ------ Defense +21 (+4 eff.) other ------- Mana/turn +0.04 Max vim +10.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Master While equipped: Stats +2 Mag +2 Wil offense ------ Critical power +17.00% Ignore resists +10% fire Accuracy +9 (+2 eff.) Ignore Armor +17 On-Hit (Melee): * 20% chance to reduce all saves and defense by 47 defense ------ Armor +7 Defense +13 (+3 eff.) Max Resistance +7% all Crit Resistance 15.52% Physical save +43 (+5 eff.) Spell save +26 (+4 eff.) Mind save +23 (+3 eff.) other ------- Infravision +2 See Invisibility +3 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +35 Critical Rate +20.0% Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +20 fire On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +13 Str +13 Dex +15 Mag +10 Wil +12 Cun +8 Con offense ------ Physical Crit +6.0% Damage +12% blight +17% fire Accuracy +11 (+2 eff.) other ------- Max vim +20.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Rare] Master When used to Attack: Weapon Damage 46.0 - 55.2 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +141 While equipped: Stats +16 Cun +4 Con offense ------ Damage +12% mind defense ------ Armor +9 Fatigue +8% Resistance +18% physical other ------- EQ when Hit +0.08 Max psi +20.00 See Invisibility +12 Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: offense ------ Critical power +10.00% Damage +15% physical Ignore resists +25% physical defense ------ Defense +50 (+10 eff.) Resistance +48% lightning Physical save +15 (+2 eff.) Stun Resist +50% other ------- Max psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+2 eff.) Move Speed +32% Damage +22% blight defense ------ Armor +10 Resistance +13% all Damage Reduction +22 all Crit Resistance 35.00% Carrion Feet: Effective talent level: 3.0 Power cost 15 out of 20/20. Range 7 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 25%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] 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 140% efficiency and cooldown mod of 50%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Normal] 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 147% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 206% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.6 steam per turn. Can be activated for an instant burst of 58 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.8 steam per turn. Can be activated for an instant burst of 63 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 731% 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. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic 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 [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 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 119 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. 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: Cooldown: 14 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 31 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. 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: 13 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 148 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 Magic 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: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 680 damage for 4 turns. Its effects scale with your Cunning 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: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 47 up to 7 times. Its effects scale with your Magic 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +20% mind When Hit 10 light defense ------ Resistance +13% lightning +5% arcane +9% light Physical save +3 (+0 eff.) Stun Resist +43% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +12% light +11% darkness Blind Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +9 Dex +2 Con offense ------ Physical Crit +4.0% Ignore resists +20% fire Accuracy +30 (+6 eff.) defense ------ Fatigue -6% Life Regen +2.00 other ------- Max stamina +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag +4 Con offense ------ Spellpower/crit +10 Damage +9% blight defense ------ Resistance +5% arcane Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Dex +4 Mag +5 Wil offense ------ Critical power +13.00% Accuracy +7 (+1 eff.) Ignore Armor +13 When Hit 6 fire defense ------ Life +40.00 Knockbk Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 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 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +14 Cun +7 Con offense ------ Move Speed +10% defense ------ Fatigue -8% Life Regen +3.00 other ------- Stamina/turn +0.90 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Psionic While equipped: Stats +6 Wil offense ------ Mindpower +15 (+3 eff.) defense ------ Mind save +15 (+2 eff.) Confus Resist +25% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: Stats +17 Lck +10 Con offense ------ Accuracy +20 (+4 eff.) defense ------ Defense +20 (+4 eff.) Resist unseen 18% Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Life +22.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+1 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +7 (+1 eff.) When Hit 10 light defense ------ Resistance +1% physical Healmod +20% Disease Resist +20% Pinning Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +6 Wil offense ------ Physical Power +14 (+2 eff.) Spellpower +17 (+3 eff.) Mindpower +8 (+2 eff.) Damage +6% lightning +3% light +13% mind +6% all Ignore resists +20% lightning +15% light defense ------ Resistance +13% mind other ------- Light +1 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun offense ------ Critical power +23.41% Mindpower +25 (+5 eff.) Damage +12% cold When Hit 6 cold defense ------ Defense +10 (+2 eff.) Mind save +15 (+2 eff.) other ------- EQ when Hit +0.20 Psi when Hit +0.12 Hate-on-crit +5.00 Max psi +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +7 Cun +6 Dex offense ------ Accuracy +9 (+2 eff.) defense ------ Silence Resist +28% other ------- Mana/turn +0.23 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Cun +6 Mag offense ------ Spellpower +12 (+2 eff.) Ignore resists +25% lightning When Hit 4 acid 4 light On-Hit (Melee): * 20% chance to reduce armor by 51% defense ------ Defense +12 (+3 eff.) Life Regen +7.00 Stun Resist +44% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +8 Str +6 Cun +3 Con offense ------ Mind Crit +7% Damage +18% fire Ignore resists +20% cold defense ------ Resistance +36% fire other ------- Psi when Hit +0.28 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +4 Dex offense ------ Critical power +5.00% Mindpower +5 (+1 eff.) Damage +20% cold On-Hit (Melee): * 21% chance to slow global speed by 77% defense ------ Resistance +6% darkness +40% cold Spell save +3 (+1 eff.) Mind save +29 (+4 eff.) Confus Resist +77% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +20 Str +2 Dex offense ------ Critical power +20.00% Damage +9% blight +6% physical Ignore resists +26% acid +10% arcane Accuracy +10 (+2 eff.) defense ------ Armor +20 Unlife -40.00 life Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Cun +7 Dex offense ------ Accuracy +12 (+2 eff.) defense ------ Resistance +20% acid +27% fire +15% lightning +20% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +8 Dex +6 Mag +13 Cun offense ------ Spellpower +11 (+2 eff.) Move Speed +15% Damage +20% lightning defense ------ Damage Avoidance +8% Affinity +20% lightning Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+1 eff.) Damage +20% darkness other ------- Talents +1 Command Staff On Spell Hit: 10% Glacial Vapour level 4 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Critical power +30.00% Spellpower +17 (+3 eff.) On-Hit 27 fire Damage +20% arcane other ------- See Invisibility +14 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +3% Spellpower +17 (+3 eff.) Damage +20% light other ------- Max mana +51.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +4% Critical power +35.00% Spellpower +24 (+4 eff.) On-Hit 27 fire Damage +25% arcane other ------- Max mana +90.00 See Invisibility +17 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+8 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +8 Mag +10 Cun +9 Con offense ------ Spell Crit +5% Critical power +30.00% Spellpower +15 (+2 eff.) Damage +30% cold other ------- Negative/turn +0.20 Vim-on-crit +8.00 Max vim +44.00 Max negative +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+2 eff.) Damage +30% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Soul Rot level 6 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +36.00% Spellpower +25 (+4 eff.) On-Hit 35 fire Damage +30% darkness other ------- See Invisibility +16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +24 light Damage Against +42% Undead While equipped: Stats +16 Str +9 Dex +2 Wil offense ------ Spellpower +40 (+6 eff.) Combat Speed +10% Damage +6% blight +20% physical Accuracy +67 (+12 eff.) defense ------ Resistance +9% acid +6% blight other ------- Mana/turn +0.08 Max mana +80.00 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +27 nature +16 light On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 454 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Dex +2 Mag +3 Cun offense ------ Physical Crit +37.0% Physical Power +14 (+2 eff.) Damage +18% arcane Ignore resists +15% light defense ------ Resistance +12% light Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Nature Weapon Damage 57.5 - 86.2 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +126 fire While equipped: offense ------ Global Speed +15% Ignore resists +35% fire Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Master Weapon Damage 56.5 - 84.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +16 Str offense ------ Damage +21% physical Ignore resists +21% physical Accuracy +66 (+12 eff.) Ignore Armor +21 Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Ego+] Master Weapon Damage 54.5 - 81.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +10 Con offense ------ Physical Power +19 (+3 eff.) Ignore resists +21% physical defense ------ Disarm Resist +37% Massive two-handed battleaxes. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Ego+] Arcane/Master Weapon Damage 88.5 - 132.8 Physical Uses 50% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On Hit: * Create an explosion dealing 154 fire damage (1/turn) While equipped: offense ------ Damage +38% fire Ignore resists +42% fire Massive two-handed mauls. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 51.5 - 72.1 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 257 damage over 5 turns and reducing armor and accuracy by 33 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Ego+] Arcane/Nature Weapon Damage 43.0 - 60.2 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 154 damage While equipped: Stats +13 Con +15 Wil defense ------ Life +92.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego+] Nature/Master Weapon Damage 15.5 - 21.7 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +11 nature While equipped: offense ------ Ignore resists +9% physical Accuracy +11 (+2 eff.) Ignore Armor +9 One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 18.0 - 25.2 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: 20% Curse of Impotence level 3 While equipped: offense ------ Accuracy +11 (+2 eff.) defense ------ Defense +11 (+2 eff.) Disarm Resist +38% One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Master Weapon Damage 47.0 - 65.8 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +27 arcane While equipped: Stats +9 Str +4 Dex offense ------ Spellpower +35 (+6 eff.) Damage +18% blight Accuracy +11 (+2 eff.) defense ------ Defense +15 (+3 eff.) Resistance +6% arcane Disarm Resist +50% other ------- Stamina/turn +4.08 One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Nature/Master Weapon Damage 39.5 - 55.3 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 nature +4 blight On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 454 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +29.0% Physical Power +15 (+2 eff.) Damage +6% blight +15% darkness Ignore resists +10% darkness When Hit 4 light defense ------ Resistance +3% light +12% blight One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Disrupt/Master Weapon Damage 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Deals 142 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: offense ------ Physical Crit +15.0% One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Arcane/Master Weapon Damage 38.5 - 53.9 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +15 temporal While equipped: offense ------ Ignore resists +15% physical Accuracy +19 (+4 eff.) Ignore Armor +15 defense ------ Resistance +17% temporal One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 38.0 - 53.2 Physical Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Wound the target dealing 454 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +15.0% Physical Power +15 (+2 eff.) One-handed war axes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane/Master Weapon Damage 31.0 - 40.3 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 154 damage On Critical: * Wound the target dealing 454 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +13.0% Physical Power +13 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego+] Psionic Weapon Damage 29.0 - 37.7 Physical Uses 50% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 38.0 - 49.4 Physical Uses 50% Str, 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +16 light On Hit: * 27% chance to reduce all saves and defense by 47 While equipped: Stats +4 Dex +11 Wil +4 Cun offense ------ Mindpower +40 (+8 eff.) Damage +9% mind Accuracy +12 (+2 eff.) defense ------ Defense +13 (+3 eff.) Resistance +9% light Crit Resistance 20.40% Disarm Resist +47% other ------- Infravision +4 Sharp, short and deadly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Rare] Master Weapon Damage 39.5 - 51.4 Physical Uses 50% Str, 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On Hit: * 27% chance to slow global speed by 77% While equipped: Stats +4 Dex +4 Mag +7 Con offense ------ Physical Power +12 (+2 eff.) Damage +15% nature +15% acid Ignore resists +12% physical On-Hit (Melee): * 27% chance to reduce armor by 51% defense ------ Resistance +18% cold +21% light +18% temporal Spell save +15 (+2 eff.) Disarm Resist +35% Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Ego+] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +96 Uses 1.0 Steam When used to Attack: Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag On-hit +19 light +20 darkness While equipped: Stats +11 Cun +11 Mag offense ------ Damage +19% light +19% darkness defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +20% light +20% darkness 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! |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: 10% Shoot level 1 Uses 2.0 Steam While equipped: offense ------ Physical Crit +5.0% Ignore resists +11% all Accuracy +37 (+7 eff.) Ignore Armor +13 defense ------ Resistance +3% blight Blind Resist +10% Poison Resist +20% Cut Resist +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-Hit, radius 1 +4 cold Uses 2.0 Steam While equipped: Stats +8 Cun offense ------ Physical Crit +11.0% Damage +9% cold +3% temporal Ignore resists +35% physical Accuracy +14 (+3 eff.) When Hit 6 temporal On-Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +9% cold +3% temporal Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 arrow ammo [Rare] Master Weapon Damage 52.0 - 72.8 Physical Uses 50% Str, 50% Mag, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +38 Ignore Armor +35 Critical Rate +3.0% Capacity 21 Projectile Speed +272% On-ranged-hit +27 blight On-crit, radius 2 +27 blight While equipped: other ------- Reload +5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 Encumbrance T5 arrow ammo [Ego+] Arcane/Master Weapon Damage 72.5 - 101.5 Physical Uses 70% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +36 Critical Rate +21.0% Capacity 24 Projectile Speed +200% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 154 damage Arrows are used with bows to pierce your foes to death. |
![]() 7.0 Encumbrance T4 shield armor [Ego+] Master When used to Attack: Weapon Damage 49.5 - 59.4 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +221 While equipped: Stats +7 Con defense ------ Armor +19 Fatigue +8% Resistance +27% cold Physical save +13 (+1 eff.) other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Nature When used to Attack: Weapon Damage 66.5 - 79.8 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +210 On Hit: * 30% chance to reduce armor by 51% * Deal physical damage equal to your armor (84) While equipped: offense ------ On-Hit 10 acid When Hit 17 acid defense ------ Armor +21 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Arcane When used to Attack: Weapon Damage 69.5 - 83.4 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +198 On-hit +20 acid While equipped: Stats +6 Con offense ------ When Hit: * 20% chance to reduce armor by 51% defense ------ Armor +10 Fatigue +8% Resistance +18% acid other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T5 shield armor [Ego+] Nature/Master When used to Attack: Weapon Damage 76.0 - 91.2 Physical Uses 50% Mag, 100% Cun Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +193 On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +17.0% Physical Power +15 (+2 eff.) On-Hit 30 cold When Hit 17 ice defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +4 Wil offense ------ Damage +10% lightning +9% physical +13% cold defense ------ Resistance +5% lightning +7% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego+] Arcane While equipped: Stats +9 Mag offense ------ Damage +25% temporal +25% physical Ignore resists +13% temporal +13% physical defense ------ Resistance +13% all Anomaly Control +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Master/Psionic While equipped: offense ------ Mind Crit +6% Mindpower +6 (+2 eff.) defense ------ Armor +4 Defense +5 (+1 eff.) Resistance +15% all Physical save +26 (+3 eff.) Mind save +28 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Arcane While equipped: offense ------ Damage +26% darkness +30% arcane defense ------ Resistance +39% darkness +15% all other ------- Max mana +95.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Cun offense ------ Spell Crit +10% Spellpower +29 (+5 eff.) Damage +27% darkness +30% light +20% all defense ------ Resistance +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Master While equipped: Stats +6 Cun offense ------ Spell Crit +10% Spellpower +10 (+1 eff.) Damage +30% light +26% darkness defense ------ Armor +5 Defense +5 (+1 eff.) Resistance +15% all Physical save +23 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T3 light armor [Ego+] Master/Psionic While equipped: Stats +7 Dex offense ------ Move Speed +20% defense ------ Armor +6 Defense +20 (+4 eff.) Fatigue +8% Resistance +8% mind Mind save +15 (+2 eff.) A suit of armour made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Nature/Master While equipped: defense ------ Armor +20 Defense +2 (+1 eff.) Fatigue +12% Resistance +9% acid +9% cold other ------- Breathe water A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Nature While equipped: Stats +5 Wil defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +26% blight +26% darkness other ------- Light +2 A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego+] Master/Psionic While equipped: Stats +9 Cun +9 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +28% cold Mind save +25 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego++] Master/Psionic While equipped: Stats +10 Str +8 Wil +9 Cun defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +19% darkness +13% physical Mind save +25 (+4 eff.) other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 1.8 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 29 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 Encumbrance T5 heavy armor [Ego++] Arcane/Psionic While equipped: Stats +6 Cun offense ------ On-Hit 23 acid 23 fire When Hit 15 acid 16 fire defense ------ Armor +20 Defense +20 (+4 eff.) Fatigue +12% Resistance +30% acid +30% fire Mind save +20 (+3 eff.) A suit of armour made of mail. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +16 Fatigue +22% Resistance +24% lightning Life +100.00 A suit of armour made of metal plates. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +4 Con offense ------ Ignore resists +20% fire Ignore Armor +2 When Hit 10 physical defense ------ Resistance +6% acid +6% cold +6% fire +3% nature +6% lightning A belt that goes around your 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 420, based on Magic) for 10 turns. Uses 20 power out of 20/20 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. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck offense ------ Damage +0% acid +0% fire +0% nature +0% blight defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 53 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T5 belt armor [Ego+] Arcane While equipped: Stats +9 Mag other ------- Mana/turn +0.43 Max mana +60.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Nature/Master While equipped: defense ------ Armor +3 Defense +6 (+1 eff.) Resistance +0% lightning Physical save +11 (+1 eff.) Spell save +11 (+2 eff.) Mind save +10 (+2 eff.) Life +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Mind Crit +6% Mindpower +15 (+3 eff.) On-Hit (Melee): * 20% chance to reduce armor by 51% defense ------ Defense +2 (+1 eff.) Resistance +8% acid +12% light +8% fire +8% cold +7% lightning Spell save +6 (+1 eff.) Mind save +6 (+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 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +1 Mag +3 Cun +2 Con offense ------ Damage +6% acid On-Hit (Melee): * 10% chance to reduce armor by 51% defense ------ Armor +8 Defense +16 (+3 eff.) Physical save +22 (+3 eff.) Spell save +25 (+4 eff.) Mind save +21 (+3 eff.) Life +102.00 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 feet armor [Rare] Master While equipped: defense ------ Armor +7 Defense +5 (+1 eff.) Resistance +5% arcane +9% cold Unlife -80.00 life Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 53 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Ignore resists +34% lightning +34% fire +34% mind On-Hit (Melee): * 27% chance to reduce all saves and defense by 47 defense ------ Armor +14 Resistance +36% acid +24% fire other ------- Infravision +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Damage +24% nature +12% fire Ignore resists +30% fire +32% light +30% mind When Hit 12 nature 13 fire On-Hit (Melee): * 26% chance to reduce all saves and defense by 47 defense ------ Armor +5 Resistance +14% fire +18% light +15% cold A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Arcane While equipped: offense ------ Ignore resists +34% acid +15% temporal +15% arcane When Hit 13 acid On-Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 40 defense ------ Armor +5 Resistance +36% acid +20% temporal +27% blight Silence Resist +50% Confus Resist +48% Stun Resist +49% A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Nature While equipped: offense ------ Move Speed +10% defense ------ Armor +5 Fatigue -9% Life +60.00 other ------- Stamina/turn +0.70 A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Random Unique] Master While equipped: Stats +4 Str +4 Con offense ------ Physical Crit +12.0% Physical Power +11 (+2 eff.) Damage +18% lightning +15% fire Ignore Armor +26 defense ------ Armor +5 Resistance +3% lightning +6% light +6% blight +3% cold +6% darkness Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Critical power +27.20% Spellpower +35 (+6 eff.) Ignore resists +34% darkness Accuracy +40 (+8 eff.) Ignore Armor +3 On-Hit (Melee): * 27% chance to reduce all saves and defense by 47 defense ------ Armor +15 Defense +35 (+7 eff.) Resistance +15% acid +13% fire +11% lightning +15% cold Spell save +12 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil defense ------ Armor +5 Blink to a nearby random location (rad 15) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
![]() 3.0 Encumbrance T5 feet armor [Rare] Master While equipped: offense ------ Damage +39% fire Ignore resists +32% arcane +25% fire defense ------ Armor +5 Fatigue -6% Resistance +21% blight +24% fire +6% arcane Physical save +15 (+2 eff.) other ------- Encumbrance +46 Infravision +3 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 T5 feet armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +6 Wil +9 Cun defense ------ Armor +5 Fatigue +4% Physical save +14 (+2 eff.) Spell save +14 (+2 eff.) Mind save +15 (+2 eff.) Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 115% 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. 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 T5 feet armor [Rare] Master While equipped: Stats +5 Cun offense ------ Critical power +20.69% Damage +12% lightning +15% light +27% mind Ignore resists +20% lightning defense ------ Armor +5 Fatigue +4% other ------- Stamina/turn +1.30 EQ when Hit +0.12 Max stamina +40.00 Max hate +6.00 Max psi +40.00 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 T5 feet armor [Ego+] Master While equipped: defense ------ Armor +15 Fatigue +4% Resistance +14% acid +15% fire +13% lightning +15% cold 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 T5 feet armor [Ego+] Nature/Master While equipped: defense ------ Armor +5 Fatigue +4% Life Regen +11.00 Healmod +20% other ------- Stamina/turn +1.30 Max stamina +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +15.0% Spell Crit +9% Mind Crit +11% Critical power +10.00% On-Hit 9 blight Damage +7% blight defense ------ Armor +3 Resistance +9% blight Unarmed combat: Weapon Damage 32.5 - 35.8 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +9.0% Attack Speed 100% On-crit, radius 2 +9 blight On Hit: 20% Soul Rot level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
![]() 2.0 Encumbrance T5 head armor [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Dex offense ------ Ignore Armor +8 defense ------ Armor +5 Fatigue +5% Resistance +25% mind Mind save +29 (+4 eff.) Confus Resist +48% A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +6% Mindpower +6 (+2 eff.) Damage +20% blight defense ------ Defense +3 (+1 eff.) Resistance +20% blight other ------- Psi/turn +0.40 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Ego+] Nature/Master While equipped: Stats +6 Str +7 Wil +10 Con offense ------ Physical Power +12 (+2 eff.) defense ------ Armor +5 Fatigue +5% Resistance +11% physical Physical save +15 (+2 eff.) A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +6 Con offense ------ Damage +36% nature +12% cold Ignore resists +34% nature +15% cold defense ------ Armor +5 Fatigue +5% Resistance +6% arcane +9% nature +12% darkness Unlife -80.00 life Disarm Resist +27% Teleport Resist +27% other ------- Light +3 A cap made of leather. |
![]() 1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Mindpower +20 (+4 eff.) defense ------ Defense +7 (+2 eff.) Mind save -25 (-3 eff.) Confus Resist -30% other ------- Hate-on-crit +5.00 Psi-on-crit +5.00 Max psi +50.00 Infravision +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
![]() 2.0 Encumbrance T5 head armor [Ego] Master While equipped: Stats +10 Str defense ------ Armor +5 Fatigue +5% Resistance +15% fire +15% cold A cap made of leather. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Master/Psionic While equipped: Stats +9 Con defense ------ Armor +5 Fatigue +5% Resistance +25% mind Mind save +30 (+4 eff.) Confus Resist +41% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego] Master While equipped: Stats +9 Con defense ------ Armor +10 Fatigue +5% other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Normal] While equipped: defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T5 head armor [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Ignore Armor +8 defense ------ Armor +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 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 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning 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 T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire 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 T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance 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. |
![]() 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 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 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 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 60] amazing fiery salve [power 60]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 231% efficiency and 55% cooldown modifier. Remove 3 magical effects and grants a fiery aura (60% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 60] amazing frost salve [power 60]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 231% efficiency and 55% cooldown modifier. Remove 3 physical effects and grants a frost aura (60% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 871] amazing healing salve [power 871]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 231% efficiency and 55% cooldown modifier. Heal 871 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing unstoppable force salve [power 242] amazing unstoppable force salve [power 242]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 231% efficiency and 55% cooldown modifier. Increases all saves by 242 and healing factor by half Puts Talent Medical Injector on 18 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 60] amazing water salve [power 60]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 231% efficiency and 55% cooldown modifier. Remove 3 mental effects and grants a water aura (60% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Damage +9% nature defense ------ Resistance +9% nature other ------- Infravision +1 See Invisibility +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 565 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 47% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ When Hit 10 nature 2 light other ------- Light +2 Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 15 turn cooldown 100% to increase all damage by 14% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 48. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+1 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 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. |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By seaglass diet the Halfling Annihilator level 40
55th Pyre 123rd year of Ascendancy at 05:44 see stats
By seaglass diet the Halfling Annihilator level 39
55th Regrowth 123rd year of Ascendancy at 20:40 see stats
By seaglass diet the Halfling Annihilator level 43
79th Pyre 123rd year of Ascendancy at 11:10 see stats
By seaglass diet the Halfling Annihilator level 50
24th Regrowth 124th year of Ascendancy at 11:46 see stats
By seaglass diet the Halfling Annihilator level 43
68th Pyre 123rd year of Ascendancy at 14:17 see stats
By seaglass diet the Halfling Annihilator level 20
55th Haze 122nd year of Ascendancy at 15:44 see stats
By seaglass diet the Halfling Annihilator level 42
64th Pyre 123rd year of Ascendancy at 09:00 see stats
By seaglass diet the Halfling Annihilator level 33
5th Regrowth 123rd year of Ascendancy at 13:36 see stats
By seaglass diet the Halfling Annihilator level 50
66th Regrowth 124th year of Ascendancy at 13:50 see stats
By seaglass diet the Halfling Annihilator level 22
61st Haze 122nd year of Ascendancy at 16:50 see stats
By seaglass diet the Halfling Annihilator level 40
45th Pyre 123rd year of Ascendancy at 03:18 see stats
By seaglass diet the Halfling Annihilator level 32
4th Regrowth 123rd year of Ascendancy at 18:32 see stats
By seaglass diet the Halfling Annihilator level 50
80th Haze 123rd year of Ascendancy at 07:58 see stats
By seaglass diet the Halfling Annihilator level 45
79th Pyre 123rd year of Ascendancy at 16:07 see stats
By seaglass diet the Halfling Annihilator level 33
5th Regrowth 123rd year of Ascendancy at 13:36 see stats
By seaglass diet the Halfling Annihilator level 10
79th Dusk 122nd year of Ascendancy at 15:32 see stats
By seaglass diet the Halfling Annihilator level 20
52nd Haze 122nd year of Ascendancy at 03:06 see stats
By seaglass diet the Halfling Annihilator level 30
5th Decay 122nd year of Ascendancy at 02:27 see stats
By seaglass diet the Halfling Annihilator level 40
64th Regrowth 123rd year of Ascendancy at 14:31 see stats
By seaglass diet the Halfling Annihilator level 50
58th Haze 123rd year of Ascendancy at 08:12 see stats
By seaglass diet the Halfling Annihilator level 50
78th Haze 123rd year of Ascendancy at 03:35 see stats
By seaglass diet the Halfling Annihilator level 50
60th Haze 123rd year of Ascendancy at 23:06 see stats
By seaglass diet the Halfling Annihilator level 40
35th Pyre 123rd year of Ascendancy at 00:37 see stats
By seaglass diet the Halfling Annihilator level 49
50th Haze 123rd year of Ascendancy at 06:56 see stats
By seaglass diet the Halfling Annihilator level 30
6th Decay 122nd year of Ascendancy at 15:49 see stats
By seaglass diet the Halfling Annihilator level 33
6th Regrowth 123rd year of Ascendancy at 21:54 see stats
By seaglass diet the Halfling Annihilator level 25
72nd Haze 122nd year of Ascendancy at 16:56 see stats
By seaglass diet the Halfling Annihilator level 42
64th Pyre 123rd year of Ascendancy at 11:29 see stats
By seaglass diet the Halfling Annihilator level 50
66th Regrowth 124th year of Ascendancy at 13:49 see stats
By seaglass diet the Halfling Annihilator level 8
78th Dusk 122nd year of Ascendancy at 19:48 see stats
By seaglass diet the Halfling Annihilator level 10
2nd Haze 122nd year of Ascendancy at 13:27 see stats
By seaglass diet the Halfling Annihilator level 28
80th Haze 122nd year of Ascendancy at 06:11 see stats
By seaglass diet the Halfling Annihilator level 50
66th Regrowth 124th year of Ascendancy at 13:50 see stats
By seaglass diet the Halfling Annihilator level 40
60th Pyre 123rd year of Ascendancy at 13:38 see stats
By seaglass diet the Halfling Annihilator level 40
43rd Pyre 123rd year of Ascendancy at 21:47 see stats
By seaglass diet the Halfling Annihilator level 45
9th Flare 123rd year of Ascendancy at 14:06 see stats
By seaglass diet the Halfling Annihilator level 22
61st Haze 122nd year of Ascendancy at 15:47 see stats
By seaglass diet the Halfling Annihilator level 16
21st Haze 122nd year of Ascendancy at 23:42 see stats
By seaglass diet the Halfling Annihilator level 38
53rd Regrowth 123rd year of Ascendancy at 12:23 see stats
Log
Seaglass diet picks up (8.): infernal dragonbone starstaff of might (30-36 power, 6 apr, darkness element).
The protective shield of Seaglass diet disappears.
Talent Rune: Dissipation is ready to use.
Talent Iron Grip is ready to use.
Talent Death From Above is ready to use.
High Sun Paladin Aeryn uses Infusion: Wild.
High Sun Paladin Aeryn lessens the pain.
Seaglass diet picks up ( .): warlord's drakeskin leather hat of constitution (+6) (0 def, 5 armour).
Seaglass diet is free from the hex.
Seaglass diet picks up ( .): mindcaging drakeskin leather hat of trickery (0 def, 5 armour).
Seaglass diet deactivates Boltgun.
Seaglass diet picks up (A.): schematic: Water Salve.
Resting starts...
Talent Luck of the Little Folk is ready to use.
Rested for 102 turns (stop reason: all resources and life at maximum).
Seaglass diet picks up ( .): pearl.
Seaglass diet uses Luck of the Little Folk.
Seaglass diet seems more aware.
Seaglass diet uses an unstoppable force salve.
There is nothing to pick up here.
=====================
Damage dealt
=====================
5,856,349 fire
1,419,588 acid
658,078 physical
119,636 nature
89,859 arcane
84,232 mind
49,213 lightning
32,502 blight
6,909 light
5,850 darkness
2,143 cold
=====================
Damage taken
=====================
42,396 fire
42,380 physical
21,721 nature
20,154 blight
19,686 cold
18,117 darkness
12,556 light
8,499 arcane
7,924 acid
7,009 temporal
5,147 lightning
3,195 mind