












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Drem |
Class | Gunslinger |
Level / Exp | 50 / 2325% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 48 (base 14) |
Dexterity | 95 (base 65) |
Constitution | 94 (base 35) |
Magic | 114 (base 65) |
Willpower | 38 (base 9) |
Cunning | 159 (base 65) |
Resources
Life | 1469/1469 |
Mana | 463/600 |
Steam | 100/100 |
Positive | 186/227 |
Healing Factor | 1.65738161731 |
Regeneration | 26.932451281287 |
Speed
Mental | -12% |
Attack | -12% |
Movement | +15.99999999998% |
Spell | -12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 6 |
See Stealth | 34 |
See Invisible | 22 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 147 |
Accuracy | 84 |
Crit Chance | 66% |
APR | 93 |
Speed | 1.14 |
Offense: Spell
Spellpower | 74 |
Crit Chance | 68% |
Speed | 1.1363636363636 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 48% |
Speed | 1.1363636363636 |
Offense: Damage Bonus
Arcane | +99% |
Mind | +32% |
All | +26% |
Lightning | +86% |
Light | +52% |
Temporal | +41% |
Physical | +54% |
Cold | +86% |
Fire | +86% |
Darkness | +39% |
Offense: Damage Penetration
Nature | +40% |
Acid | +50% |
Lightning | +65% |
Cold | +65% |
Mind | +45% |
Arcane | +104% |
Fire | +65% |
All | +35% |
Defense: Base
Armour (hardiness) | 45 (57.155997060385%) |
Defense | 85 |
Ranged Defense | 85 |
Fatigue | 0 |
Physical Save | 65 |
Spell Save | 57 |
Mental Save | 67 |
Defense: Resistances
Acid | + 73%( 75%) |
Blight | + 68%( 75%) |
Arcane | + 63%( 75%) |
Cold | + 75%( 75%) |
All | + 59%( 75%) |
Darkness | + 69%( 75%) |
Light | + 70%( 75%) |
Temporal | + 71%( 75%) |
Physical | + 75%( 75%) |
Lightning | + 75%( 75%) |
Fire | + 73%( 75%) |
Nature | + 75%( 75%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 61% |
Teleport Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 20% |
Bleed Resistance | 10% |
Pinning Resistance | 25% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.1 steam per turn. Can be activated for an instant burst of 75 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 201% efficiency and cooldown mod of 70%. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 74%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1003% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (113% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Embedded Restoration Systems |
talent | Premonition |
talent | Automated Cloak Tessellation |
talent | Chant of Resistance |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 776. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +4 Cun defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +2% Physical save +16 (+4 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% 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. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +7 Wil offense ------ Physical Crit +5.0% Critical power +19.00% Physical Power +9 (+2 eff.) Damage +26% light +13% darkness defense ------ Resistance +12% light +3% physical Affinity +5% darkness Physical save +9 (+2 eff.) Mind save +15 (+4 eff.) Cut Resist +10% Silence Resist +20% other ------- Light +10 Infravision +5 See Stealth +34 See Invisibility +22 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 273.67 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +11 Cun +6 Con defense ------ Armor +13 Defense +4 (+1 eff.) Fatigue +10% Resistance +10% all Mind save +16 (+4 eff.) Blind Resist +50% A Helmet. But with steam power! |
Tool | ![]() 2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Move Speed +16% Combat Speed -12% Spell Speed -12% Mind Speed -12% Damage +0% all +15% temporal defense ------ Resistance +12% all +15% temporal Damage Reduction +10 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +8 Str +37 Con offense ------ Physical Power +10 (+2 eff.) defense ------ Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Life +100.00 Life Regen +16.00 Healmod +18% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +28 Cun +10 Dex offense ------ Critical power +5.00% Mindpower +10 (+3 eff.) On-Hit 35 physical On-Ranged-Hit 35 physical Ignore resists +5% nature Accuracy +15 (+4 eff.) On-Hit (Melee): * 18% chance to reduce all saves and defense by 32 On-Hit (Ranged): * 17% chance to reduce all saves and defense by 32 defense ------ Defense +17 (+4 eff.) Resistance +9% nature Mind save +4 (+1 eff.) other ------- Hate-on-crit +4.00 Max hate +13.00 Max psi +20.00 Infravision +1 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+4 eff.) Mind save +15 (+4 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 172% Range: 1.0x-1.2x Uses 180% Mag Damage Arcane Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+11 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 200 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +16 Disarm Resist +100% other ------- Talents +5 Iron Grip Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 3.3 Power cost 25 out of 25/25. Range 3 Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Main armor | ![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +16 Cun offense ------ Critical power +39.00% Damage +6% mind +28% physical Ignore resists +15% acid +26% arcane +10% mind On-Hit (Melee): * 20% chance to reduce armor by 42% defense ------ Armor +10 Resistance +28% physical +15% all Crit Resistance 35.00% other ------- Hate-on-crit +9.00 Psi-on-crit +8.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Master While equipped: offense ------ Physical Crit +4.0% Spell Crit +5% Critical power +55.00% Physical Power +4 (+1 eff.) Spellpower +9 (+2 eff.) Damage +13% arcane Ignore resists +13% arcane Accuracy +11 (+3 eff.) Ignore Armor +8 When Hit 4 lightning On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 33 defense ------ Defense +4 (+1 eff.) Fatigue -6% Resistance +9% blight +36% lightning Stealth +15 Stun Resist +50% other ------- Max mana +86.00 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 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Wil offense ------ Critical power +29.00% Accuracy +10 (+3 eff.) Ignore Armor +18 defense ------ Armor +4 Defense +13 (+3 eff.) Resistance +15% physical Max Resistance +5% all Physical save +21 (+5 eff.) other ------- Stamina/turn +1.00 EQ when Hit +0.12 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 146% efficiency and cooldown mod of 81%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 189% efficiency and cooldown mod of 84%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 55%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (113% 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, 2 physical, 3 arcane, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (113% of a turn) Is: a spell Description: Inflicts 425.82 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spellpower/crit +3 When Hit 6 mind defense ------ Resistance +3% mind +6% acid other ------- Mana/turn +0.10 Max mana +24.00 Masteries +0.14 Steamtech/Blacksmith Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+3 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+4 eff.) Mind save +18 (+5 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 4.0 Power cost 10 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 510.36 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +14.00% Accuracy +7 (+2 eff.) Ignore Armor +13 When Hit 2 temporal On-Hit (Melee): * 20% chance to reduce armor by 42% defense ------ Resistance +9% darkness Crit Resistance 15.00% Silence Resist +20% Disarm Resist +20% Confus Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Critical power +18.00% Physical Power +25 (+5 eff.) Damage +9% darkness Accuracy +9 (+2 eff.) Ignore Armor +22 defense ------ Armor +6 Fatigue -9% Resistance +26% temporal Unlife -60.00 life Life Regen +4.00 Pinning Resist +44% Knockbk Resist +44% other ------- Max stamina +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+2 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 3.0 Power cost 30 out of 60/60. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 30 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +21% mind Confus Resist +23% other ------- Masteries +0.20 Steamtech/Blacksmith +0.20 Steamtech/Elusiveness Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% temporal Pinning Resist +23% Knockbk Resist +21% other ------- Masteries +0.12 Steamtech/Physics Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +3 Cun +7 Con offense ------ Move Speed +10% Damage +6% physical Ignore resists +20% blight defense ------ Defense +15 (+3 eff.) Fatigue -5% Resistance +3% physical Life Regen +2.00 other ------- Stamina/turn +0.60 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +9 Cun +7 Dex offense ------ Damage +15% cold Accuracy +10 (+3 eff.) When Hit 6 mind defense ------ Fatigue -10% Resistance +3% lightning +6% temporal +30% cold +5% arcane +6% mind Spell save +12 (+4 eff.) other ------- Encumbrance +37 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Con +4 Wil defense ------ Resistance +6% fire Mind save +3 (+1 eff.) Life +25.00 Life Regen +2.00 Disarm Resist +20% Pinning Resist +21% Knockbk Resist +22% other ------- See Invisibility +9 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Str +5 Mag +6 Wil +6 Cun +6 Con offense ------ Physical Power +12 (+3 eff.) Spellpower +11 (+3 eff.) Damage +6% acid +12% mind When Hit 2 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 defense ------ Defense +12 (+3 eff.) Resistance +6% acid +6% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +4 Cun offense ------ Mindpower +25 (+8 eff.) Damage +15% mind +15% temporal Ignore resists +15% temporal defense ------ Fatigue -8% Resistance +6% cold Mind save +6 (+2 eff.) other ------- Encumbrance +28 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Dex +5 Mag +5 Wil +3 Con offense ------ Physical Crit +2.0% Critical power +10.00% Spellpower +7 (+2 eff.) Damage +3% arcane other ------- Stamina/turn +1.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +2 Wil offense ------ Damage +6% lightning defense ------ Resistance +6% lightning Crit Resistance 15.00% Mind save +12 (+3 eff.) Confus Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+2 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +11% acid +11% nature Ignore resists +10% nature +10% arcane defense ------ Fatigue -6% Resistance +22% acid +31% nature other ------- Encumbrance +23 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Mag +9 Wil +4 Cun offense ------ Critical power +10.00% Spellpower +10 (+3 eff.) Mindpower +10 (+3 eff.) Damage +15% cold defense ------ Fatigue -7% Resistance +12% darkness +30% cold other ------- Encumbrance +30 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +1.00 Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +3 Mag +5 Con offense ------ Physical Power +5 (+1 eff.) On-Hit 13 light On-Ranged-Hit 10 light Damage +12% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 16 light On-Ranged-Hit 24 light Damage +13% light defense ------ Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Damage +11% darkness Accuracy +6 (+2 eff.) defense ------ Resistance +22% darkness Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +13% physical defense ------ Fatigue -6% Resistance +13% physical other ------- Encumbrance +23 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +11% light defense ------ Defense +6 (+2 eff.) Resistance +22% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Cun +7 Mag offense ------ Spellpower +15 (+4 eff.) Damage +19% darkness +9% nature Ignore resists +10% cold defense ------ Resistance +9% lightning +9% cold +38% darkness +9% nature Life +39.00 Disarm Resist +38% Pinning Resist +45% Stun Resist +60% Knockbk Resist +50% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +5 Mag +13 Cun +9 Con offense ------ Physical Power +9 (+2 eff.) Spellpower +15 (+4 eff.) Damage +15% darkness Ignore resists +5% darkness defense ------ Defense +12 (+3 eff.) Resistance +9% light +6% darkness other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Spell save +8 (+3 eff.) Rings make your fingers look great! |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Weapon Damage 65% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +12 lightning On-crit, radius 2 +72 fire Uses 2.0 Steam While equipped: Stats +15 Con +15 Wil offense ------ Physical Crit +15.0% Global Speed +11% Damage +6% lightning Ignore resists +33% fire Accuracy +15 (+4 eff.) When Hit 13 nature defense ------ Resistance +18% nature +3% lightning Life +110.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 65% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +19 draining blight Uses 2.0 Steam While equipped: Stats +6 Str +2 Wil +5 Cun offense ------ Physical Power +14 (+3 eff.) Steampower +14 (+3 eff.) Damage +6% mind +22% physical defense ------ Resistance +9% darkness Blind Resist +10% Cut Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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. |
![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Dex +5 Mag +3 Wil +3 Cun offense ------ Damage +27% lightning Ignore resists +15% lightning defense ------ Defense +3 (+1 eff.) Physical save +11 (+3 eff.) Spell save +12 (+4 eff.) Mind save +9 (+2 eff.) Unlife -50.00 life other ------- Max mana +63.00 See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+3 eff.) Resistance +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 775.62 cold damage and condensing the air into freezing vapors that deal 258.54 cold damage (based on Magic) each turn for 10 turns. Uses 30 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +5 Wil +12 Mag offense ------ Spell Crit +11% Spellpower +15 (+4 eff.) Damage +3% mind +57% temporal +22% arcane +23% physical Ignore resists +5% blight +11% temporal +10% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 32 defense ------ Resistance +9% blight +3% temporal +15% all Spell save +29 (+8 eff.) Anomaly Control +11 other ------- Max mana +62.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con offense ------ Damage +16% acid +13% physical +9% fire +11% cold defense ------ Resistance +18% acid +13% physical +15% darkness +14% cold +16% fire +14% mind +13% all Physical save +13 (+3 eff.) Spell save +12 (+4 eff.) Mind save +32 (+8 eff.) other ------- Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Mindpower +8 (+3 eff.) On-Hit 35 mind 24 darkness Ignore resists +20% lightning On-Hit (Melee): * 20 arcane resource burn * 25% chance to reduce all saves and defense by 32 defense ------ Armor +3 Resistance +18% lightning +18% fire +5% arcane +12% nature Mind save -6 (-1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: Stats +0 Cun offense ------ Mind Crit +10% Mindpower +20 (+7 eff.) defense ------ Defense +7 (+2 eff.) Mind save -25 (-6 eff.) Confus Resist -30% other ------- Hate-on-crit +5.00 Psi-on-crit +5.00 Max psi +50.00 Infravision +5 They are out to get you. This is not real this is not real this is not real. By all accounts, just an ordinary cooking pot with an array of antennae haphazardly soldered onto it. An attached manual contains nothing but fifty pages of deranged gibberish, nonsensical diagrams and lines upon lines of numbers with no apparent pattern or reason to them. Putting this on your head may not be the best idea. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +2 Str +5 Dex +7 Mag +5 Wil offense ------ Damage +11% mind +10% fire When Hit 8 darkness defense ------ Crit Resistance 15.00% Mind save +11 (+3 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Item imbue powers: Stats +15 Con Resistance +10% blight Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+3 eff.) Damage +0% light other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 67.19 cold damage and 55.63 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 Encumbrance T5 lite [Rare] Master While equipped: offense ------ Damage +0% light Ignore resists +25% nature defense ------ Resistance +18% cold +5% physical Physical save +6 (+1 eff.) Unlife -80.00 life Silence Resist +20% other ------- Light +13 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 Encumbrance T5 lite [Ego++] Arcane/Master While equipped: offense ------ Spell Crit +5% Spellpower +5 (+1 eff.) Damage +0% light defense ------ Resistance +10% blight +11% darkness Blind Resist +37% Confus Resist +18% other ------- Light +10 Infravision +4 See Stealth +19 See Invisibility +10 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 40 turn cooldown Effective talent level: 4.4 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 Encumbrance T3 plant misc [Plot Item] Unknown While carried: offense ------ Damage +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+2 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 34] amazing fiery salve [power 34]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 141% efficiency and 74% cooldown modifier. Remove 3 magical effects and grants a fiery aura (34% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 34] amazing frost salve [power 34]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 141% efficiency and 74% cooldown modifier. Remove 3 physical effects and grants a frost aura (34% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 489] amazing healing salve [power 489]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 141% efficiency and 74% cooldown modifier. Heal 489 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 428] amazing pain suppressor salve [power 428]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 141% efficiency and 74% cooldown modifier. Let you fight up to -428 life and reduces all damage by 28% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 34] amazing water salve [power 34]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 141% efficiency and 74% cooldown modifier. Remove 3 mental effects and grants a water aura (34% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Master Weapon Damage 175% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +21 Ignore Armor +16 Critical Rate +31.0% Capacity 23 Projectile Speed +200% On-ranged-hit +20 cold +20 fire On-Hit, radius 1 +8 fire On-crit, radius 2 +4 cold On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Nature/Master/Psionic Weapon Damage 168% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 53 On-ranged-hit +40 physical +4 darkness +14 nature On-Hit, radius 1 +12 nature On-crit, radius 2 +12 darkness On Hit: * 20% chance to reduce damage dealt by 26% * 21% chance to slow global speed by 60% * 20% chance to knock the target back 3 spaces and deal 211 physical damage While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Rare] Master Weapon Damage 179% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +18 Critical Rate +28.0% Capacity 19 Projectile Speed +400% On Hit: * 20% chance to slow global speed by 60% While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Random Unique] Arcane/Master/Psionic Weapon Damage 177% Range: 1.0x-1.2x Uses 50% Cun, 50% Mag, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +19.0% Capacity 23 Auto Reload 6 On-ranged-hit +16 temporal +12 nature +24 mind On-Hit, radius 1 +8 nature On-crit, radius 2 +4 nature On Hit: * 31% chance to reduce all saves and defense by 32 * 20% chance to slow global speed by 60% * 20% chance to gain 10% of a turn (3/turn limit) On Critical: * Splash the target with acid dealing 199 damage over 5 turns and reducing armor and accuracy by 25 * Wound the target dealing 321 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T5 shot ammo [Ego+] Arcane/Master Weapon Damage 174% Range: 1.0x-1.2x Uses 70% Dex, 50% Mag, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +8 Ignore Armor +12 Critical Rate +7.0% Capacity 50 Auto Reload 4 While equipped: Shots are used with slings to pummel your foes to death. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: other ------- Talents +5 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: defense ------ Silence Resist +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T5 totem charm [Ego] Nature Sting an enemy dealing 645 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Hollow shell the Drem Gunslinger level 38
2nd Dearth 123rd year of Ascendancy at 16:47 see stats
By Hollow shell the Drem Gunslinger level 29
26th Gold 123rd year of Ascendancy at 02:47 see stats
By Hollow shell the Drem Gunslinger level 38
7th Wealth 123rd year of Ascendancy at 20:58 see stats
By Hollow shell the Drem Gunslinger level 50
33rd Dearth 124th year of Ascendancy at 15:00 see stats
By Hollow shell the Drem Gunslinger level 43
21st Iron 124th year of Ascendancy at 22:55 see stats
By Hollow shell the Drem Gunslinger level 41
18th Loss 123rd year of Ascendancy at 09:03 see stats
By Hollow shell the Drem Gunslinger level 40
17th Dearth 123rd year of Ascendancy at 03:28 see stats
By Hollow shell the Drem Gunslinger level 16
9th Wealth 122nd year of Ascendancy at 12:39 see stats
By Hollow shell the Drem Gunslinger level 45
23rd Gold 124th year of Ascendancy at 11:22 see stats
By Hollow shell the Drem Gunslinger level 39
9th Dearth 123rd year of Ascendancy at 04:12 see stats
By Hollow shell the Drem Gunslinger level 42
9th Shortage 123rd year of Ascendancy at 02:16 see stats
By Hollow shell the Drem Gunslinger level 50
34th Stralite 125th year of Ascendancy at 01:48 see stats
By Hollow shell the Drem Gunslinger level 33
28th Profit 123rd year of Ascendancy at 18:46 see stats
By Hollow shell the Drem Gunslinger level 50
15th Stralite 125th year of Ascendancy at 18:09 see stats
By Hollow shell the Drem Gunslinger level 21
41st Dearth 122nd year of Ascendancy at 17:31 see stats
By Hollow shell the Drem Gunslinger level 31
20th Stralite 123rd year of Ascendancy at 10:40 see stats
By Hollow shell the Drem Gunslinger level 28
17th Gold 123rd year of Ascendancy at 00:03 see stats
By Hollow shell the Drem Gunslinger level 50
11st Stralite 125th year of Ascendancy at 05:20 see stats
By Hollow shell the Drem Gunslinger level 45
23rd Gold 124th year of Ascendancy at 13:49 see stats
By Hollow shell the Drem Gunslinger level 38
7th Dearth 123rd year of Ascendancy at 11:38 see stats
By Hollow shell the Drem Gunslinger level 29
26th Gold 123rd year of Ascendancy at 00:40 see stats
By Hollow shell the Drem Gunslinger level 50
35th Stralite 125th year of Ascendancy at 08:16 see stats
By Hollow shell the Drem Gunslinger level 10
4th Profit 122nd year of Ascendancy at 12:12 see stats
By Hollow shell the Drem Gunslinger level 20
25th Wealth 122nd year of Ascendancy at 05:02 see stats
By Hollow shell the Drem Gunslinger level 30
6th Stralite 123rd year of Ascendancy at 08:31 see stats
By Hollow shell the Drem Gunslinger level 40
16th Dearth 123rd year of Ascendancy at 10:56 see stats
By Hollow shell the Drem Gunslinger level 50
29th Profit 124th year of Ascendancy at 03:50 see stats
By Hollow shell the Drem Gunslinger level 50
32nd Stralite 125th year of Ascendancy at 20:25 see stats
By Hollow shell the Drem Gunslinger level 29
26th Gold 123rd year of Ascendancy at 02:47 see stats
By Hollow shell the Drem Gunslinger level 50
35th Stralite 125th year of Ascendancy at 09:50 see stats
By Hollow shell the Drem Gunslinger level 50
31st Iron 125th year of Ascendancy at 18:06 see stats
By Hollow shell the Drem Gunslinger level 47
38th Stralite 124th year of Ascendancy at 15:27 see stats
By Hollow shell the Drem Gunslinger level 22
20th Shortage 122nd year of Ascendancy at 22:09 see stats
By Hollow shell the Drem Gunslinger level 50
42nd Dearth 124th year of Ascendancy at 14:19 see stats
By Hollow shell the Drem Gunslinger level 27
5th Gold 123rd year of Ascendancy at 17:04 see stats
By Hollow shell the Drem Gunslinger level 20
25th Wealth 122nd year of Ascendancy at 09:12 see stats
By Hollow shell the Drem Gunslinger level 42
18th Iron 124th year of Ascendancy at 17:45 see stats
By Hollow shell the Drem Gunslinger level 50
31st Stralite 125th year of Ascendancy at 14:35 see stats
By Hollow shell the Drem Gunslinger level 50
30th Stralite 125th year of Ascendancy at 10:16 see stats
By Hollow shell the Drem Gunslinger level 50
15th Stralite 125th year of Ascendancy at 18:08 see stats
By Hollow shell the Drem Gunslinger level 29
26th Gold 123rd year of Ascendancy at 02:47 see stats
By Hollow shell the Drem Gunslinger level 11
9th Profit 122nd year of Ascendancy at 09:41 see stats
By Hollow shell the Drem Gunslinger level 29
26th Gold 123rd year of Ascendancy at 02:47 see stats
By Hollow shell the Drem Gunslinger level 27
5th Gold 123rd year of Ascendancy at 21:06 see stats
By Hollow shell the Drem Gunslinger level 30
6th Stralite 123rd year of Ascendancy at 13:54 see stats
By Hollow shell the Drem Gunslinger level 16
40th Profit 122nd year of Ascendancy at 21:32 see stats
By Hollow shell the Drem Gunslinger level 25
31st Steel 123rd year of Ascendancy at 12:40 see stats
By Hollow shell the Drem Gunslinger level 46
2nd Stralite 124th year of Ascendancy at 08:21 see stats
By Hollow shell the Drem Gunslinger level 27
5th Gold 123rd year of Ascendancy at 12:18 see stats
By Hollow shell the Drem Gunslinger level 21
41st Dearth 122nd year of Ascendancy at 09:28 see stats
By Hollow shell the Drem Gunslinger level 16
14th Wealth 122nd year of Ascendancy at 06:24 see stats
By Hollow shell the Drem Gunslinger level 37
6th Wealth 123rd year of Ascendancy at 14:53 see stats
Log
Hollow shell deactivates Evasive Shots.
Hollow shell wears: Awakened Staff of Absorption (172% power, 60 apr, arcane element).
Hollow shell switches her weapons to: voratun steamgun 'Rhulegen'
Cleanseblight
barbed pouch of voratun shots of annihilation.
Hollow shell switches her weapons to: Awakened Staff of Absorption.
Saving done.
Hollow shell switches her weapons to: voratun steamgun 'Rhulegen'
Cleanseblight
barbed pouch of voratun shots of annihilation.
Resting starts...
Talent Saw Shell is ready to use.
Today is the 4th Voratun of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Evasive Shots is ready to use.
Rested for 196 turns (stop reason: all resources and life at maximum).
Hollow shell switches her weapons to: Awakened Staff of Absorption.
Talent Command Staff is ready to use.
The ground shakes as you finish the glyph sequence !
A portal appears inside the Occult Egress!
There is a Occult Egress here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Hollow shell deactivates her cloak's restoration systems.