











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 31 / 67% |
Size | medium |
Lifes / Deaths | Killed by Isylewen the elven blood mage at level 31 on the 3rd Summertide 123rd year of Ascendancy at 12:45 / 1 |
Primary Stats
Strength | 26 (base 11) |
Dexterity | 88 (base 60) |
Constitution | 35 (base 14) |
Magic | 27 (base 10) |
Willpower | 33 (base 10) |
Cunning | 102 (base 60) |
Resources
Life | -227/889 |
Stamina | 18/258 |
Steam | 100/100 |
Healing Factor | 1.3316660017318 |
Regeneration | 10.054078313075 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 10 |
See Stealth | 87.749655319986 |
See Invisible | 87.749655319986 |
Offense: Mainhand
Damage | 105 |
Accuracy | 63 |
Crit Chance | 56% |
APR | 50 |
Speed | 1.00 |
Offense: Offhand
Damage | 59 |
Accuracy | 63 |
Crit Chance | 63% |
APR | 61 |
Speed | 0.90 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 34% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 35% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Blight | +8% |
Cold | +6% |
All | 0% |
Darkness | +18% |
Light | +19% |
Temporal | +9% |
Lightning | +6% |
Fire | +15% |
Nature | +39% |
Offense: Damage Penetration
Acid | +19% |
Temporal | +19% |
All | +9% |
Physical | +27% |
Fire | +24% |
Nature | +34% |
Defense: Base
Armour (hardiness) | 18 (58.594633868923%) |
Defense | 56 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 20 |
Mental Save | 38 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 25%( 70%) |
All | + 17%( 70%) |
Darkness | + 53%( 70%) |
Mind | + 19%( 70%) |
Fire | + 24%( 70%) |
Lightning | + 50%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 60% |
Poison Resistance | 30% |
Blind Resistance | 30% |
Disarm Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 94% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 505% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 258 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 73 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You abandoned injured seer, to death. Escort: injured seer (level 1 of Daikara) | failed |
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 Willpower by +5. | done |
You failed to protect the lost defiler from death by armoured skeleton warrior. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Layynor the master vampire. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed xorn fragment. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +2 Mag +4 Wil +4 Con offense ------ Mindpower +5 (+2 eff.) Damage +6% darkness Ignore resists +7% physical defense ------ Armor +4 Fatigue +3% Resistance +3% mind +9% darkness Physical save +12 (+6 eff.) Life +60.00 Pinning Resist +30% Knockbk Resist +20% Teleport Resist +100% other ------- Infravision +2 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 6 Cooldown: 10 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +21% nature +9% light Ignore resists +25% nature +9% all Ignore Armor +7 On-Hit (Melee): * 20% chance to slow global speed by 54% other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil +6 Cun offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Mind save +9 (+3 eff.) Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Disarm Resist +80% Knockbk Resist +50% other ------- Talents +3 Iron Grip Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.0% Attack Speed 100% On-hit +10 lightning +10 cold On Hit: 25% Call Lightning level 5 Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 92.62 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +3 Cun +3 Con offense ------ Mind Crit +6% Damage +9% temporal Ignore Armor +2 other ------- EQ when Hit +0.16 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +12% darkness Accuracy +7 (+2 eff.) On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +24% darkness +9% fire Life +20.00 Disarm Resist +26% Pinning Resist +20% Knockbk Resist +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex offense ------ Ignore Armor +1 defense ------ Resistance +5% arcane +3% acid Unlife -80.00 life Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +4 Mag +6 Cun +3 Con offense ------ Spell Crit +5% Critical power +14.00% Spellpower +14 (+7 eff.) Move Speed +10% Damage +6% lightning +8% blight +15% fire +6% cold +5% acid Ignore resists +15% fire When Hit 6 arcane defense ------ Fatigue -6% Resistance +5% arcane Life Regen +3.00 other ------- Stamina/turn +0.80 Amulets make your neck look great! |
In main hand | ![]() 1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Nature/Master Weapon Damage 31.5 - 41.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +24.0% Attack Speed 100% While equipped: Stats +11 Str +7 Dex +7 Mag +6 Wil +7 Cun +7 Con offense ------ Damage +9% acid Ignore resists +10% acid +10% temporal +11% physical Accuracy +26 (+6 eff.) Ignore Armor +11 On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Defense +9 (+3 eff.) Disarm Resist +26% Sharp, short and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Fatigue -12% Confus Resist +30% Stun Resist +30% other ------- Encumbrance +30 Mana-on-crit +3.00 Surround yourself with a magical shield (strength 167, 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. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +36 Critical Rate +31.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+7 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: offense ------ Accuracy +17 (+4 eff.) defense ------ Defense +2 (+1 eff.) Fatigue -6% Resistance +30% lightning Life +87.00 Stun Resist +50% other ------- Max stamina +10.00 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 [Ego++] Nature While equipped: Stats +4 Con offense ------ Damage +18% nature When Hit 0 physical defense ------ Armor +6 Resistance +5% blight +13% all Crit Resistance 21.00% Life +58.00 Life Regen +2.30 Healmod +14% Poison Resist +30% Disease Resist +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 115% efficiency and cooldown mod of 55%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 117% efficiency and cooldown mod of 59%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 808% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 124.26 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spell Crit +4% Spellpower +3 (+2 eff.) Damage +4% acid +4% fire +4% cold +5% lightning Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +4 Cun +4 Con offense ------ Move Speed +10% On-Hit 6 light 5 darkness Damage +5% light +5% darkness When Hit: * 6% chance to reduce damage dealt by 22% * 6% chance to blind defense ------ Fatigue -5% Life Regen +1.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: defense ------ Defense +15 (+5 eff.) Resistance +9% mind +6% cold Unlife -20.00 life Life Regen +2.00 Cut Resist +10% Stun Resist +33% Knockbk Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil offense ------ Damage +6% mind Ignore resists +15% light defense ------ Life +23.00 Disarm Resist +22% Pinning Resist +23% Knockbk Resist +24% other ------- Hate-on-crit +5.00 Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun offense ------ On-Hit 12 physical On-Ranged-Hit 5 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +1.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +4 Mag offense ------ Spellpower +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag defense ------ Spell save +8 (+4 eff.) Blind Resist +25% other ------- Infravision +3 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag offense ------ Damage +12% mind defense ------ Resistance +12% mind Spell save +8 (+4 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane Weapon Damage 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 17 On Critical: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Ego++] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: 20% Curse of Defenselessness level 4 On Hit: * Create an explosion dealing 51 cold damage (1/turn) While equipped: offense ------ Damage +9% cold Ignore resists +8% cold Sharp, short and deadly. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego++] Master Weapon Damage 51.5 - 82.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Dex offense ------ Combat Speed +10% Ignore resists +10% all Accuracy +40 (+10 eff.) Ignore Armor +13 Massive two-handed swords. |
![]() 4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego+] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: offense ------ Ignore resists +12% all Accuracy +20 (+5 eff.) Ignore Armor +11 Longbows are used to shoot arrows at your foes. |
![]() 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Critical power +28.00% Spellpower +27 (+12 eff.) On-Hit 22 fire Damage +25% lightning other ------- Mana/turn +0.27 See Invisibility +11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% 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 (+5 eff.) Damage +20% light defense ------ Resistance +10% light other ------- Mana/turn +0.19 Max mana +57.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% 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 +3 Mag +2 Wil offense ------ Spell Crit +4% Spellpower +18 (+9 eff.) Spellpower/crit +6 Damage +25% light other ------- Max mana +81.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon Reqs Shoot [Rare] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +800% On Hit: 10% Shoot level 1 Uses 2.0 Steam While equipped: Stats +7 Con offense ------ Ignore Armor +3 When Hit 10 acid defense ------ Physical save +12 (+6 eff.) Unlife -80.00 life Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Ego+] Nature/Steamtech Weapon Damage 30.5 - 45.8 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +79 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil offense ------ On shield block: * Deals 146 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% Resistance +14% cold other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck offense ------ Damage +3% acid defense ------ Resistance +9% darkness +1% physical Stealth +6 Disease Resist +10% Pinning Resist +10% other ------- Disarm Traps +5 Infravision +3 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Critical power +5.00% Damage +3% mind defense ------ Resistance +6% light +6% darkness other ------- Vim-on-crit +2.00 Max vim +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +1 Str +3 Mag +3 Wil +7 Con defense ------ Defense +1 (+1 eff.) Resistance +0% lightning Mind save +6 (+2 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 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ When Hit 8 cold defense ------ Defense +32 (+9 eff.) Resistance +0% lightning +6% temporal Mind save +11 (+4 eff.) Life +80.00 Healmod +15% 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 While equipped: offense ------ Ignore resists +10% lightning Accuracy +48 (+12 eff.) defense ------ Defense +3 (+1 eff.) Fatigue -14% Resistance +6% acid +9% darkness Physical save +9 (+4 eff.) Life +137.00 Poison Resist +20% other ------- Max stamina +60.00 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 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +7 Mag +5 Wil offense ------ Damage +3% lightning +12% temporal +11% physical Ignore resists +25% blight +7% temporal +7% physical When Hit 4 blight 0 physical defense ------ Resistance +11% blight +3% lightning +9% all Anomaly Control +10 Life +40.00 Life Regen +1.90 Healmod +12% other ------- Mana/turn +0.14 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Rare] Nature While equipped: Stats +6 Wil offense ------ Damage +25% nature +6% mind defense ------ Armor +8 Resistance +5% arcane +37% nature +13% all Crit Resistance 15.00% Spell save +15 (+8 eff.) Teleport Resist +20% other ------- EQ when Hit +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +7 Con offense ------ Damage +25% nature defense ------ Resistance +19% blight +15% all Life +63.00 Life Regen +4.10 Healmod +19% Poison Resist +30% Disease Resist +42% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +6 Mag offense ------ Spellpower +6 (+3 eff.) Damage +8% acid +12% lightning +8% blight Ignore resists +10% mind When Hit 2 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 17 defense ------ Armor +3 Resistance +12% blight +9% mind +3% lightning Disease Resist +34% A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Ego+] Arcane/Master While equipped: defense ------ Armor +4 Fatigue +3% Silence Resist +26% Confus Resist +31% Stun Resist +23% other ------- Stamina/turn +0.60 Max stamina +18.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag +2 Wil +3 Cun +3 Con offense ------ Damage +6% arcane Ignore resists +20% darkness defense ------ Armor +2 Fatigue +3% other ------- Light +3 Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +6 arcane On-crit, radius 2 +8 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +10 Con offense ------ When Hit 6 lightning defense ------ Armor +15 Hardiness +7% Fatigue +3% Resistance +7% physical +6% light +6% darkness Healmod +10% Disarm Resist +20% Knockbk Resist +10% Unarmed combat: Weapon Damage 20.5 - 28.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 5% Stone Touch level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +0 Cun +2 Con offense ------ Physical Crit +2.0% Accuracy +10 (+2 eff.) Ignore Armor +1 defense ------ Defense +2 (+1 eff.) Resistance +8% lightning +8% temporal Physical save +12 (+6 eff.) Unlife -40.00 life other ------- Max stamina +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: offense ------ Damage +16% mind defense ------ Defense +2 (+1 eff.) Resistance +16% mind Shield Power +7% Life Regen +3.50 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego+] Disrupt/Master While equipped: Stats +3 Cun +4 Dex offense ------ Ignore Armor +4 defense ------ Armor +3 Fatigue +3% Resistance +10% nature +8% blight A hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T3 head armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +1 Defense +25 (+7 eff.) Fatigue +1% Resistance +6% mind +5% arcane Crit Resistance 10.00% Unlife -20.00 life Healmod +15% A cap made of leather. |
![]() 14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Rare] Arcane While equipped: offense ------ Ignore resists +15% cold defense ------ Armor +8 Defense +4 (+2 eff.) Fatigue +12% Resistance +15% acid +16% light +15% darkness Physical save +18 (+8 eff.) Mind save +9 (+3 eff.) Life Regen +4.00 Poison Resist +20% Cut Resist +20% Stun Resist +20% A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego+] Nature/Master While equipped: Stats +3 Wil defense ------ Armor +13 Fatigue +22% Resistance +12% blight +24% fire +16% darkness other ------- Light +1 A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 37 [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+6 eff.) Ranged Defense +10 (+4 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str defense ------ Resistance +6% blight +6% fire Unlife -20.00 life Life +21.00 Teleport Resist +20% other ------- Max stamina +16.00 Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Spellpower +5 (+3 eff.) Spellpower/crit +4 defense ------ Spell save +12 (+6 eff.) Life +44.00 other ------- Vim-on-crit +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T3 shot ammo [Rare] Nature Weapon Damage 32.5 - 39.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 17 Projectile Speed +200% On-ranged-hit +20 lightning On-Hit, radius 1 +8 nature +20 arcane On-crit, radius 2 +20 nature +12 lightning On Hit: * 20% chance to reduce all saves and defense by 27 * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 110 physical damage Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +12 Critical Rate +12.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 30 physical defense ------ Armor +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 2.0 Encumbrance T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 34 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Drybe Disciple the Cornac Rogue level 8
27th Haze 122nd year of Ascendancy at 02:19 see stats
By Drybe Disciple the Cornac Rogue level 24
60th Pyre 123rd year of Ascendancy at 17:42 see stats
By Drybe Disciple the Cornac Rogue level 25
67th Pyre 123rd year of Ascendancy at 19:40 see stats
By Drybe Disciple the Cornac Rogue level 10
44th Haze 122nd year of Ascendancy at 06:04 see stats
By Drybe Disciple the Cornac Rogue level 20
21st Regrowth 123rd year of Ascendancy at 12:10 see stats
By Drybe Disciple the Cornac Rogue level 30
1st Mirth 123rd year of Ascendancy at 06:06 see stats
By Drybe Disciple the Cornac Rogue level 20
46th Regrowth 123rd year of Ascendancy at 02:25 see stats
By Drybe Disciple the Cornac Rogue level 24
60th Pyre 123rd year of Ascendancy at 16:29 see stats
By Drybe Disciple the Cornac Rogue level 7
1st Mirth 122nd year of Ascendancy at 05:47 see stats
By Drybe Disciple the Cornac Rogue level 11
48th Haze 122nd year of Ascendancy at 17:40 see stats
By Drybe Disciple the Cornac Rogue level 23
7th Pyre 123rd year of Ascendancy at 15:18 see stats
By Drybe Disciple the Cornac Rogue level 16
2nd Wintertide 123rd year of Ascendancy at 11:32 see stats
Log
Melee retaliation hits Elven warrior for 7 arcane damage.
Elven warrior hits Drybe Disciple for (21 parried), 50 physical, 5 blight (55 total damage).
Isylewen the elven blood mage rushes out!
Drybe Disciple reacts to an attack from Isylewen the elven blood mage, mitigating the blow!.
Drybe Disciple starts to bleed.
Drybe Disciple 's Dig is disrupted by her wounds!
Isylewen the elven blood mage performs a melee critical strike against Drybe Disciple !
Drybe Disciple reacts to an attack from Isylewen the elven blood mage, mitigating the blow!.
Isylewen the elven blood mage hits Drybe Disciple for (46 reacted , -5 stam), 99 physical, (66 reacted , -5 stam), 142 physical, 7 lightning, 14 cold (262 total damage).
Melee retaliation hits Isylewen the elven blood mage for 5 arcane, 5 arcane (11 total damage).
Poison bursts out of Elven warrior's corpse!
Isylewen the elven blood mage is magically poisoned!
Vulnerability Poison from Drybe Disciple hits Isylewen the elven blood mage for 26 arcane damage.
Vulnerability Poison from Drybe Disciple hits Elven warrior for 30 arcane damage.
Vulnerability Poison from Drybe Disciple killed Elven warrior!
Drybe Disciple speeds up.
Talent Infusion: Healing is ready to use.
Bleeding from Isylewen the elven blood mage hits Drybe Disciple for 103 physical damage.
Isylewen the elven blood mage activates Stealth.
Isylewen the elven blood mage uses Venomous Strike.
Isylewen the elven blood mage deactivates Stealth.
Drybe Disciple slows down.
Isylewen the elven blood mage performs a melee critical strike against Drybe Disciple !
Drybe Disciple reacts to an attack from Isylewen the elven blood mage, mitigating the blow!.
Drybe Disciple 's Dagger Block is disrupted by her wounds!
Drybe Disciple reacts to an attack from Isylewen the elven blood mage, mitigating the blow!.
Isylewen the elven blood mage hits Drybe Disciple for , (165 reacted , -5 stam), 354 nature, (21 parried), (69 reacted , -5 stam), 148 nature (502 total damage).
Melee retaliation hits Isylewen the elven blood mage for 6 arcane, 6 arcane (12 total damage).
Drybe Disciple the level 31 cornac rogue was splurged to death by Isylewen the elven blood mage on level 2 of Dark crypt.