
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/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. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Male |
| Race | Ogre |
| Class | Gunslinger |
| Level / Exp | 33 / 15% |
| Size | big |
| Lifes / Deaths | Killed by Grand Corruptor at level 33 on the 70th Pyre 123rd year of Ascendancy at 16:40 / 1 |
Primary Stats
| Strength | 54 (base 10) |
| Dexterity | 113 (base 60) |
| Constitution | 35 (base 11) |
| Magic | 24 (base 10) |
| Willpower | 38 (base 11) |
| Cunning | 107 (base 60) |
Resources
| Life | -394/906 |
| Steam | 84/124 |
| Healing Factor | 1.4516660017318 |
| Regeneration | 13.427910516019 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30.000000000001% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| See Stealth | 16 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 75 |
| Crit Chance | 56% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 85 |
| Accuracy | 75 |
| Crit Chance | 56% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 48 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +41% |
| Blight | +41% |
| Physical | +84% |
| Cold | +41% |
| All | +26% |
| Lightning | +41% |
| Light | +42% |
| Fire | +47% |
| Nature | +41% |
Offense: Damage Penetration
| Physical | +21% |
| Fire | +20% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 37 (53.292302510663%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 39 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Arcane | + 35%( 70%) |
| Cold | + 46%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 70%( 70%) |
| Physical | + 38%( 70%) |
| Darkness | + 28%( 70%) |
| Mind | + 30%( 70%) |
| Fire | + 38%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 40% |
| Confusion Resistance | 22% |
| Teleport Resistance | 100% |
| Blind Resistance | 28% |
| Silence Resistance | 50% |
| Disarm Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.1 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 154% efficiency and cooldown mod of 70%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 192% efficiency and cooldown mod of 72%. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 907% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Steamtech / Bullets mastery | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed skeleton mage skull. * You've found the needed pouch of bone giant dust. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed ice wyrm tooth. * You've found the needed black mamba head. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within9 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Frost Treads (1 def, 4 armour) 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold Physical save +9 (+3 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Quiver | Wind Worn Shot (23/25, 39-47 power, 15 apr) 3.0 Encumbrance T4 shot ammo [Unique] Nature Weapon Damage 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: other ------- Talents +3 Explosive Shell These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
| Light source | alchemist's lamp 'Hithel' 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +16% light defense ------ Armor +5 Defense +18 (+5 eff.) Physical save +7 (+2 eff.) Mind save +11 (+3 eff.) Unlife -60.00 life Blind Resist +28% Confus Resist +12% other ------- Light +12 See Stealth +16 See Invisibility +10 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Giloneg (0 def, 4 armour) 2.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +16 Str +5 Dex +6 Wil +12 Cun offense ------ Physical Power +8 (+2 eff.) defense ------ Armor +4 Fatigue +3% Resistance +11% physical Physical save +10 (+3 eff.) Mind save +18 (+5 eff.) other ------- Max stamina +10.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 516.3 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| On hands | Steam Powered Gauntlets (0 def, 14 armour) 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +14 Disarm Resist +140% other ------- Talents +4 Iron Grip Unarmed combat: Weapon Damage 36.0 - 50.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
| Tool | Telekinetic Core2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+0 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 4.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 141 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Singeprophet the stralite ring0.1 Encumbrance T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +8 Str +8 Con offense ------ Physical Power +21 (+5 eff.) Spellpower +13 (+5 eff.) Mindpower +13 (+4 eff.) Damage +15% lightning +6% fire +6% all Ignore resists +15% fire defense ------ Resistance +30% lightning +9% fire +6% darkness Rings make your fingers look great! |
| On fingers | sneakthief's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Life +41.00 Life Regen +7.00 Healmod +11% Rings make your fingers look great! |
| Around neck | Dagudrakor0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +7 Dex +6 Cun +6 Con offense ------ Physical Crit +7.0% Physical Power +20 (+5 eff.) Move Speed +10% defense ------ Defense +12 (+3 eff.) Fatigue -6% Resistance +9% acid Physical save +7 (+2 eff.) Unlife -80.00 life Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
| In main hand | Gluyanne 4.0 Encumbrance T3 steamgun 1H weapon [Rare] Arcane/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +800% On-Hit, radius 1 +80 20% chance of physical repulsion +12 physical Uses 2.0 Steam While equipped: Stats +6 Dex offense ------ Damage +27% physical Ignore resists +16% physical Ignore Armor +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | Malogen |
| In off hand | gunslinger's dwarven-steel steamgun of piercing 4.0 Encumbrance T3 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +80 20% chance of physical repulsion Uses 2.0 Steam While equipped: offense ------ Steampower +7 (+2 eff.) Damage +10% physical Ignore resists +5% all Accuracy +9 (+3 eff.) Ignore Armor +5 other ------- Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Betheldata the cashmere cloak (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Damage +15% physical Accuracy +20 (+5 eff.) Ignore Armor +2 defense ------ Defense +2 (+1 eff.) Resistance +24% lightning +3% physical +5% arcane +3% mind Spell save +18 (+6 eff.) Life +40.00 Stun Resist +40% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of the Archmage (10 def, 10 armour) 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Str +6 Dex +12 Mag +12 Wil +12 Cun +6 Con offense ------ Spellpower +15 (+6 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+4 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
medical injector implant (efficiency 121% / cooldown 63%)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 121% efficiency and cooldown mod of 63%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 10)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 30 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.4 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 266; cd 12)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 instantly heal yourself for 266 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 127; cd 12)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 instantly heal yourself for 127 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 479%; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 479% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 25%; mental; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 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. |
wild infusion of the wizard (res 20%; mental; dur 4; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, cold, nature)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 5 darkness, 3 cold, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 220 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (302.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 380.52 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 5; phase 19; cd 10)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 432; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 432 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. |
schematic: Ablative Armour0.1 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. |
schematic: Acid Groove0.1 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. |
schematic: Air Recycler0.1 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. |
schematic: Alchemist's Helper0.1 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. |
3 schematic: Antimagic Shell0.1 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. |
2 schematic: Armour Reinforcement0.1 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. |
schematic: Back Support0.1 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. |
2 schematic: Corrosive Shell0.1 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. |
schematic: Crystal Plating0.1 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. |
3 schematic: Explosive Shell0.1 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. |
schematic: Fatal Attractor0.1 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. |
3 schematic: Fiery Salve0.1 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. |
2 schematic: Fireproof Coating0.1 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. |
schematic: Flare Shell0.1 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. |
schematic: Flash Powder0.1 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. |
2 schematic: Focus Lens0.1 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. |
2 schematic: Frost Salve0.1 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. |
2 schematic: Fungal Web0.1 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. |
schematic: Grounding Strap0.1 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. |
2 schematic: Headlamp0.1 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. |
schematic: Hook Shell0.1 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. |
schematic: Iron Grip0.1 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. |
4 schematic: Itching Powder0.1 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. |
schematic: Kinetic Stabiliser0.1 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. |
schematic: Lightning Coil0.1 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. |
schematic: Magnetic Shell0.1 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. |
3 schematic: Mental Stimulator0.1 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. |
4 schematic: Moss Tread0.1 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. |
schematic: Pain Suppressor Salve0.1 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. |
schematic: Poison Groove0.1 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. |
6 schematic: Razor Edge0.1 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. |
2 schematic: Rocket Boots0.1 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. |
6 schematic: Saw Projector0.1 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. |
schematic: Saw Shell0.1 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. |
schematic: Second Skin0.1 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. |
schematic: Shocking Touch0.1 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. |
schematic: Silver Filigree0.1 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. |
2 schematic: Solid Shell0.1 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. |
2 schematic: Spike Attachment0.1 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. |
3 schematic: Spring Grapple0.1 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. |
schematic: Steamgun0.1 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. |
2 schematic: Thunder Grenade0.1 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. |
3 schematic: Thunderclap Coating0.1 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. |
schematic: Toxic Cannister Launcher0.1 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. |
schematic: Unstoppable Force Salve0.1 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. |
schematic: Viral Injector0.1 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. |
2 schematic: Viral Needlegun0.1 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. |
schematic: Voltaic Sentry0.1 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. |
2 schematic: Voltaic Shell0.1 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. |
schematic: Water Salve0.1 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. |
schematic: Waterproof Coating0.1 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. |
2 schematic: White Light Emitter0.1 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. |
Lightningsweeper0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +2 Cun defense ------ Resistance +9% lightning +3% temporal Spell save +3 (+1 eff.) other ------- Masteries +0.12 Psionic/Feedback Amulets make your neck look great! |
copper amulet 'Earedas'0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +2 Wil offense ------ Mindpower +20 (+7 eff.) defense ------ Resistance +15% temporal +9% fire +9% nature +5% arcane Physical save +13 (+4 eff.) Spell save +12 (+4 eff.) Mind save +13 (+4 eff.) Amulets make your neck look great! |
copper amulet of mastery (0.11 Steamtech / Gunslinging)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.11 Steamtech/Gunslinging Amulets make your neck look great! |
vitalizing copper amulet of murder0.1 Encumbrance T1 amulet jewelry [Ego++] Nature/Master While equipped: Stats +3 Con offense ------ Critical power +10.00% Accuracy +6 (+2 eff.) Ignore Armor +11 defense ------ Physical save +6 (+2 eff.) Life +36.00 Life Regen +2.00 Amulets make your neck look great! |
wanderer's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +3 Cun +4 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 other ------- Stamina/turn +0.30 Mana/turn +0.15 Max mana +27.00 Amulets make your neck look great! |
warrior's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+3 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Samilathavon the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +11 (+2 eff.) defense ------ Defense +10 (+3 eff.) Resistance +9% acid +3% cold +3% nature Rings make your fingers look great! |
copper ring 'Airnaught'0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% blight Ignore resists +5% lightning +5% cold When Hit 8 cold defense ------ Resistance +12% blight +15% lightning Rings make your fingers look great! |
copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+3 eff.) Mindpower +6 (+2 eff.) Rings make your fingers look great! |
gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun offense ------ On-Hit 11 physical On-Ranged-Hit 16 physical On-Hit (Melee): * 12% chance to reduce all saves and defense by 30 On-Hit (Ranged): * 10% chance to reduce all saves and defense by 30 other ------- Hate-on-crit +1.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
marksman's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+2 eff.) defense ------ Blind Resist +21% other ------- Infravision +3 See Stealth +5 See Invisibility +7 Rings make your fingers look great! |
mule's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
warrior's copper ring of arcana (+0.14/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str defense ------ Armor +6 Silence Resist +20% other ------- Mana/turn +0.14 Rings make your fingers look great! |
warrior's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% nature defense ------ Armor +6 Resistance +22% nature Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Life +26.00 Disarm Resist +20% Pinning Resist +31% Knockbk Resist +23% Rings make your fingers look great! |
wizard's copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Silence Resist +20% other ------- Mana/turn +0.10 Rings make your fingers look great! |
wizard's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +5 See Invisibility +6 Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
blazebringer's stralite dagger of enduring (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Nature Weapon Damage 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +49 fire While equipped: Stats +8 Con +9 Wil offense ------ Global Speed +5% Ignore resists +12% fire defense ------ Life +36.00 Sharp, short and deadly. |
chilling stralite dagger of massacre (38-49 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 37.5 - 48.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +25 cold Sharp, short and deadly. |
Voryvea the cured leather sling4.0 Encumbrance T2 sling 1H weapon [Rare] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +20 temporal On-Hit, radius 1 +12 mind On-crit, radius 2 +12 mind +20 arcane While equipped: offense ------ Physical Crit +4.0% Damage +12% arcane +6% temporal Accuracy +7 (+2 eff.) When Hit 6 arcane Slings are used to hurl stones or metal shots at your foes. |
blazebringer's rough leather sling4.0 Encumbrance T1 sling 1H weapon [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-crit, radius 2 +10 fire While equipped: offense ------ Global Speed +2% Ignore resists +5% fire Slings are used to hurl stones or metal shots at your foes. |
penetrating hardened leather sling of piercing4.0 Encumbrance T3 sling 1H weapon [Ego++] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +10% physical +7% all Accuracy +5 (+2 eff.) Ignore Armor +5 Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Glimmermonster'4.0 Encumbrance T1 sling 1H weapon [Rare] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +7 cold While equipped: offense ------ Physical Crit +1.0% Physical Power +5 (+1 eff.) Damage +6% arcane +9% cold Ignore resists +15% light defense ------ Armor +4 other ------- Max vim +20.00 Slings are used to hurl stones or metal shots at your foes. |
Deepsmaim4.0 Encumbrance T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +1.0% Attack Speed 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +7 (+1 eff.) Damage +9% darkness +12% physical When Hit 4 light defense ------ Defense +20 (+5 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Falosahek the dwarven-steel steamgun4.0 Encumbrance T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +700% On-Hit, radius 1 +8 physical Uses 2.0 Steam While equipped: Stats +5 Cun offense ------ Spell Crit +8% Steampower +10 (+2 eff.) Damage +6% physical Accuracy +15 (+4 eff.) other ------- Mana/turn +0.08 Max stamina +30.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Tidestreak the steel steamgun4.0 Encumbrance T2 steamgun 1H weapon [Random Unique] Nature/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-Hit, radius 1 +0 20% chance of physical repulsion On-crit, radius 2 +10 acid +9 nature Uses 2.0 Steam While equipped: Stats +10 Con +7 Wil offense ------ Ignore resists +11% acid +6% nature Ignore Armor +6 defense ------ Resistance +9% blight Life +29.00 other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 96 life over 5 turns Puts all charms on 20 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's stralite steamgun of life draining4.0 Encumbrance T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +17 draining blight Uses 2.0 Steam While equipped: Stats +1 Dex Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steady stralite steamgun of life draining4.0 Encumbrance T4 steamgun 1H weapon [Ego] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +10 draining blight Uses 2.0 Steam While equipped: offense ------ Physical Crit +3.0% Accuracy +13 (+4 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +800% On-Hit, radius 1 +0 20% chance of physical repulsion Uses 2.0 Steam While equipped: Stats +3 Cun offense ------ Combat Speed +10% Ignore resists +10% all Accuracy +8 (+2 eff.) Ignore Armor +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swiftstrike stralite steamgun of enduring4.0 Encumbrance T4 steamgun 1H weapon [Ego++] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +800% Uses 2.0 Steam While equipped: Stats +9 Wil +4 Cun +9 Con offense ------ Combat Speed +10% defense ------ Life +37.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
flaming dwarven-steel waraxe of massacre (28-38 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane/Master Weapon Damage 27.5 - 38.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +10 fire One-handed war axes. |
Belytha the Daytickler1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Dex +4 Wil +3 Con offense ------ Mindpower +3 (+1 eff.) Ignore resists +5% light defense ------ Resistance +6% fire Physical save +6 (+2 eff.) other ------- Light +1 A belt that goes around your waist. |
Kindlewilter =18 fire=1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +3 Mag +2 Wil +2 Con offense ------ Damage +18% fire Ignore resists +25% fire defense ------ Resistance +9% fire +7% cold A belt that goes around your waist. |
Mighty Girdle1.0 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. |
Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+5 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
monstrous hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Str +5 Dex +4 Cun +5 Con +7 Lck offense ------ Physical Power +7 (+1 eff.) defense ------ Physical save +5 (+2 eff.) Stealth +8 other ------- Disarm Traps +14 Infravision +3 Size +1 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Aeryruindur the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Mag +3 Wil +1 Cun offense ------ Critical power +10.00% Damage +3% blight defense ------ Defense +1 (+1 eff.) Resistance +0% lightning other ------- Max vim +10.00 Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Demonwrack the linen cloak (1 def, 0 armour) =12 Will=2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +5 Str +12 Wil +3 Cun offense ------ Mind Crit +5% defense ------ Defense +1 (+1 eff.) Resistance +6% darkness Crit Resistance 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sepsisquench the cashmere cloak (12 def, 7 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Str offense ------ Damage +9% nature Ignore resists +15% physical On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +7 Defense +12 (+3 eff.) Resistance +3% nature +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Galenight' (2 def, 9 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +6 Dex +5 Mag +2 Wil offense ------ Ignore resists +10% lightning defense ------ Armor +9 Defense +2 (+1 eff.) Resistance +0% lightning +21% cold other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of implacability (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature While equipped: defense ------ Defense +2 (+1 eff.) Physical save +9 (+3 eff.) Mind save +5 (+2 eff.) Unlife -50.00 life Life +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +0 Str +0 Dex +0 Mag +4 Wil +0 Cun +5 Con offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison 0 physical defense ------ Armor +15 Hardiness +30% Defense +10 (+3 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Nerymira the Ashslice (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +12% fire Ignore resists +10% fire +10% physical Accuracy +20 (+5 eff.) defense ------ Armor +3 Fatigue +2% Resistance +3% physical other ------- Stamina/turn +0.40 Max stamina +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tulorehek the pair of dwarven-steel boots (5 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +8 Dex offense ------ Damage +6% physical On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 20 defense ------ Armor +4 Defense +5 (+2 eff.) Fatigue +3% Resistance +7% lightning +8% temporal Unlife -20.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvynor (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +1 Mag +4 Wil +1 Cun +2 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 57% defense ------ Armor +3 Fatigue +2% Resistance +5% arcane Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.5 Power cost 25 out of 25/25. Range 7 Cooldown: 27 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex defense ------ Armor +4 Fatigue +3% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% 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. |
pair of hardened leather boots 'Belytira' (10 def, 11 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +5 Str +2 Wil +5 Con offense ------ Damage +7% physical When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 30% defense ------ Armor +11 Defense +10 (+3 eff.) other ------- Size +1 A pair of boots made of leather. |
Chargeseam (0 def, 2 armour) =5 WILL=1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +5 Str +2 Dex +5 Wil offense ------ Damage +15% lightning Accuracy +7 (+2 eff.) defense ------ Armor +2 Resistance +3% nature Physical save +6 (+2 eff.) Mind save +7 (+2 eff.) Disarm Resist +31% Unarmed combat: Weapon Damage 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Radheharalach the Carrionpierce (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +7 Dex offense ------ Physical Crit +3.0% On-Hit 10 acid Damage +6% acid +3% nature Ignore Armor +2 defense ------ Armor +2 Fatigue +3% Resistance +7% acid Unlife -20.00 life Unarmed combat: Weapon Damage 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 acid On Hit: 10% Corrosive Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour)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 Knockbk Resist +50% Unarmed combat: Weapon Damage 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str 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: 3.5 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 304.90 physical damage and knocking targets back 6 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. |
Arukalthodur (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex offense ------ Physical Power +20 (+5 eff.) Damage +6% physical Accuracy +5 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazetitan (0 def, 7 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Physical Power +20 (+5 eff.) Damage +27% fire On-Hit (Melee): * 20% chance to reduce armor by 30% defense ------ Armor +7 Fatigue +3% Resistance +3% physical other ------- Infravision +3 A cap made of leather. |
Darkmistress the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Str +3 Dex +2 Cun +3 Con offense ------ Damage +6% lightning +3% darkness When Hit 2 acid 8 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 24% defense ------ Armor +3 Fatigue +3% Resistance +6% acid +6% darkness A cap made of leather. |
bladed hardened leather hat of precognition (9 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +5 Str +4 Cun offense ------ Accuracy +7 (+2 eff.) When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +9 (+3 eff.) Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 516.3 Physical damage. If the attack hits, the target is confused (46% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
linen wizard hat 'Camylathalen' (1 def, 0 armour) =4 WILL=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +4 Wil offense ------ Mind Crit +1% Critical power +15.00% defense ------ Defense +1 (+1 eff.) Physical save +6 (+2 eff.) other ------- Psi when Hit +0.04 A pointy cloth hat, very wizardly... |
miner's hardened leather hat of dexterity (+4) (0 def, 6 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Dex defense ------ Armor +6 Fatigue +3% other ------- Infravision +3 A hat made of leather. Very stylish. |
rough leather hat 'Amindur' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Damage +6% acid Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Spell save +6 (+2 eff.) Poison Resist +20% Stun Resist +10% A hat made of leather. Very stylish. |
Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
marauder's rough leather armour of the wind (12 def, 2 armour)9.0 Encumbrance T1 light armor [Ego++] Master While equipped: Stats +4 Str +4 Dex offense ------ Physical Crit +4.0% Ignore Armor +7 defense ------ Armor +2 Defense +12 (+3 eff.) Fatigue +6% Physical save +7 (+2 eff.) other ------- Stamina/turn +0.50 Second Wind: (Instant) Puts all charms on 35 turn cooldown Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Take a deep breath to recover 113 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
nimble reinforced leather armour (20 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Master While equipped: Stats +5 Dex offense ------ Move Speed +20% defense ------ Armor +7 Defense +20 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
Khelendur the Tempestprophet (0 def, 8 armour, 140 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training [Random Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 16 fire Damage +6% lightning +6% temporal When Hit 4 lightning 22 fire defense ------ Armor +8 Fatigue +8% Resistance +17% blight +6% temporal +16% nature +6% lightning Life +97.00 other ------- Talents +1 Block Handheld deflection devices. |
5 agate0.0 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. |
221 alchemist agate0.0 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. |
7 onyx0.0 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. |
3 aquamarine0.0 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. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.0 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Erelakhad' (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex offense ------ Damage +9% physical defense ------ Mind save +12 (+3 eff.) Life Regen +4.00 Healmod +15% other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"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. |
5 emerald0.0 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. |
4 spinel0.0 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. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 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. |
2 garnet0.0 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. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 74% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful frost salve [power 18] powerful frost salve [power 18]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (18% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 243] powerful healing salve [power 243]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 243 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful pain suppressor salve [power 210] powerful pain suppressor salve [power 210]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -210 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
powerful water salve [power 18] powerful water salve [power 18]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 149] simple healing salve [power 149]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 149 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
Transmogrification Chest2.0 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. |
Frigidquill the pouch of stralite shots (23/23, 42-50 power, 5 apr)3.0 Encumbrance T4 shot ammo [Random Unique] Arcane/Psionic Weapon Damage 41.5 - 49.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 23 On-ranged-hit +20 blight +17 cold +11 light +19 physical Damage Against +19% Undead On-Hit, radius 1 +8 blight On-crit, radius 2 +4 blight On Hit: * 20% chance to knock the target back 3 spaces and deal 193 physical damage Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots of accuracy (14/22, 42-51 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Master/Psionic Weapon Damage 42.5 - 51.0 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +19 Ignore Armor +5 Critical Rate +5.5% Capacity 22 On-ranged-hit +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 193 physical damage Shots are used with slings to pummel your foes to death. |
crude focus lens0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
crude thunderclap coating0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
crude thunderclap coating0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +14 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grapple0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +3 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel grounding strap0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +18% lightning Stun Resist +30% Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
good thunderclap coating0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: On-Hit, radius 1 +36 20% chance of physical repulsion Strikes can trigger a thunderclap that damages and repel foes. Tinkers can be attached to normal items to improve them with steam power! |
iron mental stimulator0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +2 Cun defense ------ Mind save +3 (+1 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel grounding strap0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: defense ------ Resistance +12% lightning Stun Resist +20% Tinkers can be attached to normal items to improve them with steam power! |
steel mental stimulator0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +4 Cun defense ------ Mind save +6 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
steel spike attachment0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: offense ------ When Hit 20 physical defense ------ Armor +8 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
Baluhek the iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Mind Crit +1% defense ------ Armor +2 Defense +10 (+3 eff.) Resistance +6% temporal Crit Resistance 5.00% Mind save +12 (+3 eff.) Blast the opponent's mind dealing 132 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Eilinoratta the Strikegrind [power 314] (15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +2 Dex +4 Mag +4 Wil offense ------ Damage +6% lightning +15% mind Ignore resists +25% mind When Hit 4 lightning Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 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. |
ash wand of shielding 'Chargewilder' [power 206] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: defense ------ Armor +6 Defense +20 (+5 eff.) Resistance +5% arcane +6% lightning Physical save +12 (+4 eff.) Life +100.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.0 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. |
5 citrine0.0 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. |
2 zircon0.0 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
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Magnun Pee-Eye the Ogre Gunslinger level 25
14th Regrowth 123rd year of Ascendancy at 11:24 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Magnun Pee-Eye the Ogre Gunslinger level 32
50th Pyre 123rd year of Ascendancy at 00:33 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Magnun Pee-Eye the Ogre Gunslinger level 10
2nd Summertide 122nd year of Ascendancy at 21:53 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Magnun Pee-Eye the Ogre Gunslinger level 22
5th Regrowth 123rd year of Ascendancy at 14:09 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Magnun Pee-Eye the Ogre Gunslinger level 30
48th Regrowth 123rd year of Ascendancy at 14:11 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Magnun Pee-Eye the Ogre Gunslinger level 25
14th Regrowth 123rd year of Ascendancy at 10:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Magnun Pee-Eye the Ogre Gunslinger level 10
2nd Summertide 122nd year of Ascendancy at 21:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Magnun Pee-Eye the Ogre Gunslinger level 20
55th Haze 122nd year of Ascendancy at 02:41 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Magnun Pee-Eye the Ogre Gunslinger level 30
47th Regrowth 123rd year of Ascendancy at 11:23 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Magnun Pee-Eye the Ogre Gunslinger level 20
2nd Decay 122nd year of Ascendancy at 21:01 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Magnun Pee-Eye the Ogre Gunslinger level 26
36th Regrowth 123rd year of Ascendancy at 15:17 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Magnun Pee-Eye the Ogre Gunslinger level 26
36th Regrowth 123rd year of Ascendancy at 19:45 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Magnun Pee-Eye the Ogre Gunslinger level 10
5th Flare 122nd year of Ascendancy at 18:43 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Magnun Pee-Eye the Ogre Gunslinger level 25
14th Regrowth 123rd year of Ascendancy at 11:24 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Magnun Pee-Eye the Ogre Gunslinger level 10
19th Dusk 122nd year of Ascendancy at 00:05 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Magnun Pee-Eye the Ogre Gunslinger level 30
2nd Pyre 123rd year of Ascendancy at 03:36 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Magnun Pee-Eye the Ogre Gunslinger level 24
11st Regrowth 123rd year of Ascendancy at 23:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Magnun Pee-Eye the Ogre Gunslinger level 18
50th Haze 122nd year of Ascendancy at 06:36 see stats
Log
You are no longer encumbered.
Magnun Pee-Eye deactivates Embedded Restoration Systems.
Magnun Pee-Eye deactivates his cloak's restoration systems.
Grand Corruptor receives 183 healing.
Grand Corruptor hits Magnun Pee-Eye for (47 resonance), 47 blight (47 total damage).
Burning from Magnun Pee-Eye hits Grand Corruptor for 84 fire damage.
Lava floor burns Magnun Pee-Eye!
Grand Corruptor hits Magnun Pee-Eye for (50 resonance), 50 fire (50 total damage).
Lava floor heals Something!
Something receives 183 healing.
Something hits Magnun Pee-Eye for (274 resonance), 274 blight (274 total damage).
Magnun Pee-Eye receives 8 healing.
Lava floor heals Something!
Your resonance field crumbles under the damage!
The psychic field around Magnun Pee-Eye crumbles.
Magnun Pee-Eye is afflicted by a decrepitude disease!
Lava floor burns Magnun Pee-Eye!
Something receives 183 healing.
Something hits Magnun Pee-Eye for (9 resonance), 243 blight, 104 fire (347 total damage).
Magnun Pee-Eye receives 542 healing.
Lava floor heals Something!
Something receives 183 healing.
Talent Double Shots is ready to use.
Decrepitude Disease from Grand Corruptor hits Magnun Pee-Eye for 152 blight damage.
Magnun Pee-Eye receives 8 healing.
Grand Corruptor's Soul Rot hits Magnun Pee-Eye for 909 blight damage.
Magnun Pee-Eye the level 33 ogre gunslinger was infected to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!











































































































































