








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Barbarian Evolution for Berserker 1.7.6Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. 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. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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.
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! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. |
Campaign | Demons |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Berserker (Barbarian) |
Level / Exp | 36 / 20% |
Size | medium |
Lifes / Deaths | Killed by Vorelema the mountain troll thunderer at level 28 on the 113rd Vengeance 123rd year of Ascendancy at 21:12 / 2Killed by Yvath the scintillating weaver young at level 36 on the 154th Vengeance 123rd year of Ascendancy at 10:03 |
Primary Stats
Strength | 92 (base 60) |
Dexterity | 84 (base 60) |
Constitution | 42 (base 13) |
Magic | 19 (base 10) |
Willpower | 25 (base 10) |
Cunning | 28 (base 11) |
Resources
Life | -91/1182 |
Stamina | 36/242 |
Steam | 100/100 |
Healing Factor | 1.4939880031269 |
Regeneration | 22.783317047686 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 25.549391208114 |
See Invisible | 37.549391208114 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 131 |
Accuracy | 58 |
Crit Chance | 49% |
APR | 46 |
Speed | 1.00 |
Offense: Offhand
Damage | 102 |
Accuracy | 58 |
Crit Chance | 47% |
APR | 46 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9.5 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Physical | +15% |
Mind | +18% |
All | 0% |
Offense: Damage Penetration
Physical | +19% |
All | +9% |
Temporal | +14% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 4 |
Physical Save | 37 |
Spell Save | 25 |
Mental Save | 29 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 28%( 70%) |
Physical | + 21%( 70%) |
Cold | + 44%( 70%) |
All | + 20%( 70%) |
Darkness | + 66%( 70%) |
Light | + 22%( 70%) |
Temporal | + 70%( 70%) |
Lightning | + 66%( 70%) |
Fire | + 42%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Pinning Resistance | 15% |
Confusion Resistance | 37% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Silence Resistance | 21% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Stun Resistance | 61% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 358 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 71 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * You must destroy the town of Derth, a focal point of Allied agriculture and trade. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Physical save +9 (+4 eff.) Silence Resist +21% Confus Resist +22% Pinning Resist +15% Stun Resist +21% Knockbk Resist +15% Teleport Resist +100% A pair of boots made of leather. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Mind Crit +3% Critical power +15.00% Damage +9% mind Ignore resists +9% all Ignore Armor +10 defense ------ Armor +4 Defense +25 (+6 eff.) Spell save +3 (+2 eff.) Poison Resist +20% other ------- Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +8 Cun +4 Str offense ------ Damage +9% physical Ignore Armor +2 defense ------ Armor +4 Fatigue +4% Resistance +7% acid +1% physical +3% light +8% fire +10% cold +7% lightning Mind save +12 (+6 eff.) other ------- Stamina/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +3 Mag defense ------ Resistance +6% lightning Poison Resist +20% Disease Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- See Invisibility +12 Blast the opponent's mind dealing 242 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +9% nature +10% blight Life +53.00 Life Regen +7.00 Healmod +13% Poison Resist +13% Disease Resist +18% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +7 (+1 eff.) defense ------ Life +54.00 Life Regen +8.00 Healmod +13% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Con offense ------ Physical Power +20 (+4 eff.) Damage +6% physical defense ------ Armor +4 Defense +25 (+6 eff.) Resistance +5% lightning +15% temporal other ------- Stamina/turn +1.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T4 greatsword 2H weapon [Ego+] Nature/Disrupt Weapon Damage 47.5 - 76.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +15 Critical Rate +16.5% Attack Speed 100% While equipped: Stats +9 Str +14 Dex +6 Mag +12 Wil +5 Cun +13 Con defense ------ Resistance +12% acid +16% lightning +19% fire +20% cold +10% all Spell save +13 (+7 eff.) Massive two-handed swords. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Dex +1 Cun +4 Con offense ------ Physical Crit +10.0% Spell Crit +8% Mind Crit +8% Critical power +8.00% On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +2 Resistance +6% darkness +3% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
In off hand | ![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Ego+] Master Weapon Damage 55.0 - 82.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +14.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical Accuracy +19 (+5 eff.) Ignore Armor +12 Massive two-handed mauls. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +3 Cun +3 Con offense ------ Mind Crit +2% Damage +9% mind Ignore resists +5% temporal When Hit 4 temporal defense ------ Defense +3 (+1 eff.) Resistance +24% lightning +64% temporal +51% darkness Stun Resist +40% Out-of-Phase Defense +56 Out-of-Phase Resistance +28% Out-of-Phase Resilience +55% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Psionic While equipped: Stats +3 Str +3 Wil offense ------ Critical power +20.00% Physical Power +20 (+4 eff.) Mindpower +7 (+4 eff.) On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Defense +25 (+6 eff.) Mind save +9 (+5 eff.) Confus Resist +15% other ------- Light +2 Amulets make your neck look great! |
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 108% efficiency and cooldown mod of 57%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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 603% 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. 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 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane While equipped: offense ------ Critical power +21.00% Spellpower +15 (+4 eff.) On-Hit 8 light 10 darkness Damage +14% blight +17% fire +7% light +15% darkness When Hit: * 7% chance to reduce damage dealt by 16% * 9% chance to blind defense ------ Resistance +3% nature +6% darkness Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag offense ------ Spellpower/crit +4 defense ------ Armor +5 Defense +6 (+1 eff.) Max Resistance +4% all Physical save +7 (+3 eff.) other ------- Mana/turn +0.27 Max mana +34.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +12% temporal Pinning Resist +22% Knockbk Resist +28% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Str defense ------ Resistance +23% mind Confus Resist +36% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Critical power +5.00% Damage +11% fire Ignore Shields +20% defense ------ Resistance +22% fire Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+2 eff.) Mindpower +5 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Mind save +5 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +3 Str +3 Dex +6 Con offense ------ Damage +11% nature +12% darkness defense ------ Resistance +22% nature other ------- Max psi +40.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +18% mind +12% arcane Ignore resists +25% darkness +25% arcane When Hit 8 arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +18% mind +15% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +6 Wil offense ------ Spellpower +8 (+2 eff.) Move Speed +13% Accuracy +9 (+3 eff.) defense ------ Defense +8 (+2 eff.) Blinding Speed: Puts all charms on 24 turn cooldown Effective talent level: 5.2 Power cost 24 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +9% nature +9% blight Life +57.00 Life Regen +10.00 Healmod +14% Poison Resist +14% Disease Resist +17% Rings make your fingers look great! |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +16% Critical power +13.00% Spellpower +15 (+4 eff.) Damage +30% fire defense ------ Armor +8 Defense +9 (+2 eff.) other ------- Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Rare] Master Weapon Damage 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% On-hit +20 physical While equipped: Stats +2 Con offense ------ Physical Crit +12.0% Critical power +33.00% Ignore Armor +13 defense ------ Pinning Resist +20% Knockbk Resist +20% Massive two-handed mauls. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Normal] Weapon Damage 36.5 - 58.4 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 20% Con, 115% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 10 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 18 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 Encumbrance T4 steamsaw 1H weapon [Ego++] Arcane/Steamtech Weapon Damage 33.0 - 49.5 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +66 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Mag +6 Cun +3 Con offense ------ Damage +15% light +12% darkness When Hit: * 14% chance to reduce armor by 15% defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% Resistance +17% acid +15% light +13% darkness 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! |
![]() 4.0 Encumbrance T5 steamgun 1H weapon Reqs Shoot [Random Unique] Nature/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +4 mind On Hit: 10% Overgrowth level 5 Uses 2.0 Steam While equipped: Stats +10 Con +13 Wil offense ------ Physical Crit +5.0% Damage +21% mind +12% fire Accuracy +12 (+4 eff.) defense ------ Life +100.00 Life Regen +1.90 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +14 (+4 eff.) Damage +6% all defense ------ Resistance +12% darkness +14% mind +11% all Physical save +13 (+5 eff.) Spell save +13 (+7 eff.) Mind save +27 (+13 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +17% blight +15% all Life +54.00 Life Regen +3.20 Healmod +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 Encumbrance T4 light armor [Ego+] Master While equipped: Stats +5 Dex offense ------ Move Speed +20% defense ------ Armor +7 Defense +21 (+5 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 Encumbrance T4 light armor [Ego++] Arcane/Nature While equipped: Stats +4 Wil offense ------ On-Hit 7 darkness On-Ranged-Hit 8 darkness defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Resistance +14% blight +22% temporal +36% darkness Out-of-Phase Defense +26 Out-of-Phase Resistance +17% Out-of-Phase Resilience +18% other ------- Light +2 Blink to a nearby random location (rad 9) Puts all charms on 15 turn cooldown A suit of armour made of leather. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Dex offense ------ Physical Crit +2.0% Ignore resists +15% cold defense ------ Resistance +6% lightning +6% temporal Physical save +6 (+3 eff.) Unlife -20.00 life A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Master/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +6% fire +6% cold Physical save +5 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str +1 Mag +5 Wil defense ------ Crit Resistance 5.00% Life +30.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: defense ------ Resistance +15% acid Mind save +3 (+2 eff.) Anomaly Control +14 Life +68.00 Healmod +15% Silence Resist +20% Teleport Resist +20% other ------- Max mana +44.00 Max stamina +36.00 Max hate +13.00 Max psi +29.00 Max vim +22.00 Max positive +32.00 Max negative +26.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Wil +8 Mag offense ------ Mindpower +12 (+6 eff.) Damage +6% mind Ignore resists +15% mind defense ------ Physical save +15 (+6 eff.) Life Regen +1.50 Healmod +12% other ------- Mana/turn +0.39 Hate-on-crit +4.00 Max mana +40.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +4 Wil offense ------ Spell Crit +5% Ignore resists +20% fire defense ------ Defense +22 (+5 eff.) Resistance +6% nature Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +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 T3 cloak armor [Rare] Nature While equipped: Stats +5 Dex offense ------ Damage +12% lightning defense ------ Defense +12 (+3 eff.) Resistance +0% lightning Life +79.00 Disease Resist +20% 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 +4 Cun +4 Wil offense ------ Mind Crit +6% defense ------ Armor +4 Defense +22 (+5 eff.) Resistance +0% lightning +6% cold Crit Resistance 15.00% Unlife -80.00 life Blind Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +9 Str +3 Dex +4 Con offense ------ When Hit 8 physical defense ------ Armor +4 Defense +2 (+0 eff.) Resistance +6% acid +2% physical Spell save +7 (+4 eff.) other ------- Stamina/turn +0.80 Masteries +0.30 Technique/Combat training 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 [Ego+] Arcane While equipped: defense ------ Defense +2 (+0 eff.) Resistance +0% lightning +13% temporal +11% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +12% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +8 Con +4 Wil offense ------ Mindpower +5 (+3 eff.) Ignore resists +7% physical defense ------ Armor +3 Crit Resistance 15.00% other ------- See Invisibility +18 Blindside: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Nature/Psionic While equipped: Stats +3 Con +3 Wil offense ------ Mindpower +5 (+3 eff.) Ignore resists +7% physical defense ------ Armor +3 Life Regen +4.00 Healmod +13% Blindside: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 23 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +5 (+1 eff.) Accuracy +15 (+4 eff.) On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Armor +3 Fatigue -3% Crit Resistance 10.00% Physical save +6 (+3 eff.) Unlife -60.00 life other ------- Encumbrance +21 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Physical Crit +1.0% Physical Power +10 (+2 eff.) On-Hit 6 physical Damage +4% physical Ignore resists +5% arcane defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Ego++] Master While equipped: Stats +4 Str +4 Wil +4 Con defense ------ Armor +7 Fatigue +5% Mind save +5 (+3 eff.) Life +57.00 Disarm Resist +36% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Ego] Master While equipped: defense ------ Armor +6 Fatigue +3% other ------- Infravision +2 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +12% darkness Ignore resists +20% darkness defense ------ Armor +15 Fatigue +3% Mind save +12 (+6 eff.) other ------- Stamina when Hit +1.30 EQ when Hit +1.50 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +7 Cun offense ------ Damage +3% nature +15% darkness Ignore resists +15% nature Accuracy +9 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 44% When Hit: * 16% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +7 (+2 eff.) Fatigue +3% Resistance +5% arcane +6% cold A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Arcane While equipped: Stats +1 Wil offense ------ Spell Crit +5% Spellpower +3 (+1 eff.) Ignore resists +10% physical Ignore Armor +3 When Hit 6 physical defense ------ Defense +2 (+0 eff.) Resistance +12% cold other ------- Mana/turn +0.19 See Invisibility +9 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +6 Cun offense ------ Mindpower +20 (+10 eff.) Damage +15% nature +6% mind defense ------ Defense +2 (+0 eff.) Resistance +6% blight Mind save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Ignore resists +25% lightning When Hit 10 nature defense ------ Armor +3 Defense +30 (+7 eff.) Fatigue +3% Unlife -80.00 life Healmod +15% Disease Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Damage +15% acid +6% fire Ignore resists +10% fire Accuracy +7 (+2 eff.) On-Hit (Melee): * 10% chance to reduce armor by 15% When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Defense +7 (+2 eff.) Fatigue +3% Resistance +15% fire A cap made of leather. |
![]() Sleetwend (5 def, 10 armour) =9 con= 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +0 Cun +9 Con offense ------ Damage +3% cold On-Hit (Melee): * 20% chance to reduce armor by 15% defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +4% Resistance +4% all Physical save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex +9 Mag offense ------ Ignore resists +10% lightning When Hit 4 light defense ------ Armor +4 Fatigue +4% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Rare] Nature While equipped: defense ------ Armor +12 Fatigue +4% Resistance +14% darkness +6% mind +13% light Physical save +12 (+5 eff.) Life +20.00 Cut Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore Shields +30% defense ------ Resistance +3% cold Physical save +5 (+3 eff.) Healmod +12% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max vim +30.00 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 lite [Rare] Psionic While equipped: Stats +1 Con offense ------ When Hit 6 physical 2 mind 2 cold defense ------ Resistance +6% cold Mind save +6 (+3 eff.) Unlife -40.00 life other ------- Light +3 See Stealth +7 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 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. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 12 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 9 turn cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +3 Cun +4 Dex offense ------ Damage +6% fire Ignore resists +25% fire defense ------ Resistance +12% fire Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Puts all charms on 9 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
By hhhh the Skeleton Berserker level 10
72nd Vengeance 123rd year of Ascendancy at 23:31 see stats
By hhhh the Skeleton Berserker level 20
82nd Vengeance 123rd year of Ascendancy at 10:53 see stats
By hhhh the Skeleton Berserker level 30
114th Vengeance 123rd year of Ascendancy at 13:35 see stats
By hhhh the Skeleton Berserker level 26
112nd Vengeance 123rd year of Ascendancy at 19:32 see stats
By hhhh the Skeleton Berserker level 20
82nd Vengeance 123rd year of Ascendancy at 13:18 see stats
By hhhh the Skeleton Berserker level 30
114th Vengeance 123rd year of Ascendancy at 16:48 see stats
By hhhh the Skeleton Berserker level 31
134th Vengeance 123rd year of Ascendancy at 02:28 see stats
By hhhh the Skeleton Berserker level 31
116th Vengeance 123rd year of Ascendancy at 09:20 see stats
By hhhh the Skeleton Berserker level 25
85th Vengeance 123rd year of Ascendancy at 21:39 see stats
By hhhh the Skeleton Berserker level 28
113rd Vengeance 123rd year of Ascendancy at 21:12 see stats
Log
Berserker Rage's rage subsides!
Hhhh slows down.
Hhhh has finished recovering.
Hhhh is no longer out of phase.
Crystalline elven cultist casts Drain.
Hhhh is afflicted by a weakness disease!
Crystalline elven cultist hits hhhh for 163 blight damage.
Crystalline elven cultist slows down.
Berserker Rage's rage awakens!
Hhhh uses Bone Armour.
A shield forms around hhhh.
Crystalline elven cultist casts Soul Rot.
Crystalline elven cultist's spell attains critical power!
Yvath the scintillating weaver young spins fate.
Yvath the scintillating weaver young's Fan of Knives performs a melee critical strike against hhhh!
Your shield crumbles under the damage!
The shield around hhhh crumbles.
Yvath the scintillating weaver young's Fan of Knives hits hhhh for 183 physical damage.
Yvath the scintillating weaver young's Fan of Knives hits hhhh for (127 absorbed), 21 physical (21 total damage).
Yvath the scintillating weaver young's Fan of Knives hits hhhh for (30 parried), (129 absorbed), 0 physical (0 total damage).
Yvath the scintillating weaver young's Fan of Knives hits hhhh for (262 absorbed), 0 physical (0 total damage).
Yvath the scintillating weaver young's Fan of Knives hits hhhh for (30 parried), (119 absorbed), 0 physical (0 total damage).
Melee retaliation hits Yvath the scintillating weaver young for 3 temporal, 3 temporal, 3 temporal, 3 temporal, 3 temporal (14 total damage).
hhhh the level 36 skeleton berserker was impaled to death by Yvath the scintillating weaver young on level 5 of Scintillating Caverns.
hhhh's rage subsides!