














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Gunslinger |
Level / Exp | 40 / 50% |
Size | medium |
Lifes / Deaths | Killed by Mayetira the orc cryomancer at level 40 on the 67th Pyre 123rd year of Ascendancy at 21:48 / 2Killed by orc high pyromancer at level 40 on the 67th Pyre 123rd year of Ascendancy at 21:50 |
Primary Stats
Strength | 29 (base 10) |
Dexterity | 88 (base 60) |
Constitution | 40 (base 34) |
Magic | 48 (base 18) |
Willpower | 31 (base 10) |
Cunning | 87 (base 60) |
Resources
Life | -393/942 |
Steam | 70/100 |
Healing Factor | 1.4522297605397 |
Regeneration | 27.955422890389 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 4 |
See Stealth | 62.670171206146 |
See Invisible | 53.670171206146 |
Offense: Mainhand
Damage | 64 |
Accuracy | 76 |
Crit Chance | 50% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 64 |
Accuracy | 76 |
Crit Chance | 50% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Light | +27% |
Mind | +15% |
Physical | +60% |
Fire | +68% |
All | +12% |
Offense: Damage Penetration
Blight | +44% |
Acid | +49% |
Physical | +49% |
All | +34% |
Defense: Base
Armour (hardiness) | 24 (57.155997060385%) |
Defense | 90 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 44 |
Mental Save | 57 |
Defense: Resistances
Acid | + 51%( 80%) |
Arcane | + 36%( 70%) |
Cold | + 33%( 70%) |
All | + 20%( 70%) |
Lightning | + 52%( 70%) |
Light | + 44%( 70%) |
Physical | + 35%( 75%) |
Fire | + 43%( 70%) |
Darkness | + 40%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 25% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 90% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Disarm Resistance | 70% |
Pinning Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 15% |
Inscriptions (5/5)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Willpower 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 155% efficiency and cooldown mod of 55%. Its effects scale with your Dexterity 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 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 568 damage for 4 turns. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Gunslinging | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Elusiveness | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Steamtech / Gunner training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by Keso Tryhardson. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by master vampire. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Keso Tryhardson. Escort: temporal explorer (level 1 of Daikara) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Yvessra the copperhead snake. Escort: worried loremaster (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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. | 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, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 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 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 within14 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +3% light +3% physical Accuracy +5 (+2 eff.) Ignore Armor +1 defense ------ Armor +3 Fatigue +2% Resistance +3% physical Physical save +15 (+5 eff.) Unlife -60.00 life Life Regen +2.00 Healmod +11% Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 Encumbrance T3 shot ammo [Random Unique] Nature/Master Weapon Damage 43.5 - 52.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +3 Critical Rate +14.0% Capacity 24 On-ranged-hit +20 fire On-Hit, radius 1 +16 fire On Hit: * 20% chance to create vines that bind the target to the ground dealing 162 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: other ------- Talents +4 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +5 Str +3 Dex offense ------ Damage +9% physical +12% light +24% fire Accuracy +30 (+7 eff.) When Hit 6 blight defense ------ Defense +10 (+2 eff.) Mind save +10 (+3 eff.) other ------- Light +7 See Stealth +22 See Invisibility +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Ignore resists +10% blight defense ------ Defense +21 (+5 eff.) Resistance +9% light +7% fire +5% arcane +6% cold Crit Resistance 15.00% Silence Resist +40% A pointy cloth hat, very wizardly... |
On hands | ![]() 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical Disarm Resist +70% other ------- Talents +2 Iron Grip Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: defense ------ Defense +20 (+4 eff.) Resistance +5% arcane +5% physical Physical save +18 (+6 eff.) Unlife -80.00 life Life Regen +4.00 Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 22 turn cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun +5 Mag offense ------ Physical Crit +3.0% Spellpower +7 (+2 eff.) On-Hit 18 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 26 defense ------ Mind save +8 (+3 eff.) Unlife -80.00 life Confus Resist +25% other ------- Hate-on-crit +2.00 Max stamina +20.00 Max hate +8.00 Bleeding Edge: Puts all charms on 18 turn cooldown Effective talent level: 2.0 Power cost 18 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 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +2.0% Damage +15% physical Accuracy +10 (+3 eff.) defense ------ Resistance +15% acid Spell save +6 (+2 eff.) Life +95.00 Life Regen +10.00 Healmod +12% Poison Resist +10% Disease Resist +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Damage +18% fire defense ------ Fatigue -8% Resistance +12% fire +21% light +25% darkness Physical save +12 (+4 eff.) Spell save +17 (+6 eff.) Mind save +24 (+7 eff.) Life Regen +3.00 Blind Resist +50% Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +29 Critical Rate +20.0% Attack Speed 100% Range +8 Projectile Speed +600% On-ranged-hit +12 fire Uses 2.0 Steam While equipped: Stats +8 Str +13 Dex +9 Mag +13 Wil +6 Cun +6 Con offense ------ Physical Crit +8.0% Critical power +10.00% Damage +3% mind +14% fire Accuracy +8 (+2 eff.) defense ------ Mind save +9 (+3 eff.) other ------- Hate-on-crit +2.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +2 Wil offense ------ Spellpower +3 (+1 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 defense ------ Armor +4 Defense +28 (+6 eff.) Resistance +3% acid Spell save +3 (+1 eff.) Mind save +6 (+2 eff.) Slow Projectiles +20% other ------- Infravision +1 A belt that goes around your waist. |
In off hand | ![]() 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +31 Critical Rate +16.0% Attack Speed 100% Range +10 Projectile Speed +600% Uses 2.0 Steam While equipped: offense ------ Damage +16% physical Ignore resists +9% all Accuracy +17 (+4 eff.) Ignore Armor +9 other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+2 eff.) defense ------ Resistance +30% lightning Stun Resist +50% A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+5 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+7 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 74%. 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: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.9 steam per turn. Can be activated for an instant burst of 79 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T3 infusion scroll [Plot Item] Nature When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 82.13 physical damage and 114.99 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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 [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: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 340 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 179.34 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 380.13 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 551 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 52 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 31 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 225 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +7 Mag +1 Con offense ------ Damage +3% fire Ignore resists +15% fire defense ------ Resistance +6% nature Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +2 Cun +5 Con offense ------ Physical Power +7 (+2 eff.) defense ------ Armor +2 Defense +4 (+1 eff.) Resistance +5% arcane Life +92.00 Life Regen +6.00 Healmod +11% Disarm Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag +8 Wil +2 Cun offense ------ Spellpower +6 (+2 eff.) Mindpower +10 (+3 eff.) Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Resistance +3% fire Silence Resist +22% other ------- Mana/turn +0.13 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ On-Hit 17 light On-Ranged-Hit 14 light Damage +12% light Ignore resists +10% cold On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Resistance +30% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +9% nature +14% fire defense ------ Resistance +22% fire other ------- See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: 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 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Spellpower +6 (+2 eff.) Damage +6% all Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +20% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +6 (+2 eff.) Mindpower +7 (+2 eff.) Damage +5% all Ignore resists +10% all Accuracy +10 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +9 (+3 eff.) defense ------ Life +49.00 Life Regen +6.00 Healmod +12% Stun Resist +30% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex +1 Mag offense ------ On-Hit 10 light On-Ranged-Hit 10 light Damage +13% light Accuracy +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Damage +10% fire defense ------ Defense +4 (+1 eff.) Resistance +20% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Physical Crit +3.0% Critical power +20.00% defense ------ Resistance +9% nature Life Regen +4.00 Stun Resist +28% other ------- EQ when Hit +0.04 Psi when Hit +0.08 Rings make your fingers look great! |
![]() 4.0 Encumbrance T3 sling 1H weapon [Unique] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 3.0 Power cost 7 out of 8/8. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +5 lightning +11 fire On-Hit, radius 1 +16 cold Uses 2.0 Steam While equipped: offense ------ Physical Crit +8.0% Damage +11% lightning +10% fire Ignore resists +20% cold Accuracy +8 (+2 eff.) When Hit 4 light defense ------ Resistance +6% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Random Unique] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +9 Projectile Speed +600% On-Hit, radius 1 +16 fire On-crit, radius 2 +10 acid +16 nature Uses 2.0 Steam While equipped: Stats +3 Dex +1 Con offense ------ Damage +3% fire Ignore resists +8% acid +15% fire +10% nature Ignore Armor +8 defense ------ Resistance +3% acid other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 116 life over 5 turns Puts all charms on 18 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 Encumbrance T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Attack Speed 100% Damage Multiplier 175% Range +3 Projectile Speed +600% Uses 2.0 Steam A gun sure to turn all to ash. As long as its nearby. |
![]() 4.0 Encumbrance T4 steamgun 1H weapon [Random Unique] Arcane/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On-ranged-hit +20 blight On-Hit, radius 1 +12 arcane Uses 2.0 Steam While equipped: Stats +4 Str +3 Dex offense ------ Physical Power +9 (+3 eff.) Ignore resists +9% physical On-Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Resistance +5% arcane Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +7 Con offense ------ Physical Crit +2.0% Ignore resists +25% physical On-Hit (Melee): * 20 arcane resource burn defense ------ Defense +2 (+1 eff.) Resistance +6% darkness +0% lightning Unlife -40.00 life 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: offense ------ Damage +6% darkness defense ------ Armor +8 Defense +17 (+4 eff.) Resistance +15% lightning Crit Resistance 15.00% Physical save +10 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Damage +7% physical defense ------ Armor +3 other ------- Size +1 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Master While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun +7 Con offense ------ Damage +9% fire Accuracy +7 (+2 eff.) Ignore Armor +6 When Hit 6 arcane defense ------ Armor +2 Resistance +6% fire Disarm Resist +63% other ------- Masteries +0.40 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 18 turn cooldown Effective talent level: 3.0 Power cost 18 out of 20/20. Range 10 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +1 Cun +6 Con offense ------ Damage +9% nature When Hit 6 fire On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +6 Fatigue +3% other ------- Infravision +2 A hat made of leather. Very stylish. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +20 Str +6 Wil +7 Con offense ------ Critical power +10.00% Physical Power +16 (+5 eff.) Damage +12% physical +6% temporal defense ------ Armor +5 Fatigue +5% Resistance +6% mind +12% physical Physical save +10 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 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 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Crit +4.0% defense ------ Unlife -40.00 life Life +43.00 other ------- Stamina/turn +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Ego+] Master While equipped: offense ------ Damage +0% light defense ------ Blind Resist +26% Confus Resist +15% other ------- Light +8 See Stealth +7 See Invisibility +13 Track: Puts all charms on 35 turn cooldown Effective talent level: 3.6 Power cost 35 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 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. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 175 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. |
great frost salve [power 20] great frost salve [power 20]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (20% cold, darkness and nature affinity) Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
great water salve [power 20] great water salve [power 20]1.0 Encumbrance T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (20% blight, mind and acid affinity). Puts Talent Medical Injector on 22 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 237] powerful healing salve [power 237]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 237 Puts Talent Medical Injector on 13 turn cooldown 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 T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 3.0 Encumbrance T4 shot ammo [Random Unique] Arcane/Master Weapon Damage 52.5 - 63.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +11 Critical Rate +27.5% Capacity 23 Auto Reload 4 Projectile Speed +200% On-Hit, radius 1 +12 temporal On-crit, radius 2 +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Psionic Weapon Damage 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On-ranged-hit +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo While equipped: You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 69.0 - 82.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +29.0% Capacity 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+1 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 16 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 89 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +2 Mag +2 Con offense ------ On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +12% nature Crit Resistance 15.00% Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 18 turn cooldown 100% to gain a 15% chance to evade weapon attacks 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 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Keso Tryhardson the Skeleton Gunslinger level 36
37th Pyre 123rd year of Ascendancy at 06:47 see stats
By Keso Tryhardson the Skeleton Gunslinger level 35
20th Pyre 123rd year of Ascendancy at 05:11 see stats
By Keso Tryhardson the Skeleton Gunslinger level 38
49th Pyre 123rd year of Ascendancy at 12:13 see stats
By Keso Tryhardson the Skeleton Gunslinger level 10
10th Flare 122nd year of Ascendancy at 21:03 see stats
By Keso Tryhardson the Skeleton Gunslinger level 37
43rd Pyre 123rd year of Ascendancy at 05:51 see stats
By Keso Tryhardson the Skeleton Gunslinger level 32
14th Pyre 123rd year of Ascendancy at 19:57 see stats
By Keso Tryhardson the Skeleton Gunslinger level 22
55th Haze 122nd year of Ascendancy at 11:37 see stats
By Keso Tryhardson the Skeleton Gunslinger level 29
3rd Allure 123rd year of Ascendancy at 07:40 see stats
By Keso Tryhardson the Skeleton Gunslinger level 34
18th Pyre 123rd year of Ascendancy at 07:31 see stats
By Keso Tryhardson the Skeleton Gunslinger level 26
67th Haze 122nd year of Ascendancy at 20:05 see stats
By Keso Tryhardson the Skeleton Gunslinger level 10
10th Flare 122nd year of Ascendancy at 21:02 see stats
By Keso Tryhardson the Skeleton Gunslinger level 20
12nd Haze 122nd year of Ascendancy at 12:45 see stats
By Keso Tryhardson the Skeleton Gunslinger level 30
10th Allure 123rd year of Ascendancy at 10:33 see stats
By Keso Tryhardson the Skeleton Gunslinger level 40
60th Pyre 123rd year of Ascendancy at 17:46 see stats
By Keso Tryhardson the Skeleton Gunslinger level 19
79th Dusk 122nd year of Ascendancy at 13:05 see stats
By Keso Tryhardson the Skeleton Gunslinger level 33
17th Pyre 123rd year of Ascendancy at 06:19 see stats
By Keso Tryhardson the Skeleton Gunslinger level 38
43rd Pyre 123rd year of Ascendancy at 10:44 see stats
By Keso Tryhardson the Skeleton Gunslinger level 33
15th Pyre 123rd year of Ascendancy at 16:31 see stats
By Keso Tryhardson the Skeleton Gunslinger level 9
2nd Flare 122nd year of Ascendancy at 09:13 see stats
By Keso Tryhardson the Skeleton Gunslinger level 20
12nd Haze 122nd year of Ascendancy at 21:32 see stats
By Keso Tryhardson the Skeleton Gunslinger level 9
3rd Summertide 122nd year of Ascendancy at 16:10 see stats
By Keso Tryhardson the Skeleton Gunslinger level 22
60th Haze 122nd year of Ascendancy at 21:09 see stats
By Keso Tryhardson the Skeleton Gunslinger level 16
63rd Dusk 122nd year of Ascendancy at 07:42 see stats
By Keso Tryhardson the Skeleton Gunslinger level 40
67th Pyre 123rd year of Ascendancy at 21:48 see stats
By Keso Tryhardson the Skeleton Gunslinger level 34
18th Pyre 123rd year of Ascendancy at 20:49 see stats
Log
Orc warrior receives 328 healing from Pride of the Orcs.
Mayetira the orc cryomancer's Corona hits Keso Tryhardson for 81 cold damage.
Ghoul receives 84 healing from Rime Wraith from Orc necromancer.
Orc warrior uses Orcish Fury.
Orc warrior enters a state of bloodlust.
Mayetira the orc cryomancer casts Firebeam.
Mayetira the orc cryomancer activates Hymn of Shadows.
Mayetira the orc cryomancer deactivates Hymn of Detection.
Mayetira the orc cryomancer hits Keso Tryhardson for 69 cold damage.
Mayetira the orc cryomancer casts Freeze.
Keso Tryhardson is encased in ice!
Mayetira the orc cryomancer hits Keso Tryhardson for 358 cold damage.
Orc high pyromancer uses Orcish Fury.
Orc high pyromancer enters a state of bloodlust.
Keso Tryhardson resists!
Orc high pyromancer's cleansing fire area effect hits Keso Tryhardson for (43 to ice), 64 cold, (0 to ice), 0 fire (64 total damage).
Mayetira the orc cryomancer's ice storm area effect hits Keso Tryhardson for (39 to ice), 58 cold (58 total damage).
Keso Tryhardson uses Overheat Bullets.
Keso Tryhardson tweaks some of his bullets.
Keso Tryhardson uses Urthiziladur the steel torque of psionic shield!
Orc high pyromancer casts Rune: Blink.
Orc high pyromancer is out of phase.
Mayagawe the orc necromancer uses Orcish Fury.
Mayagawe the orc necromancer enters a state of bloodlust.
Orc high pyromancer roars triumphantly.
Orc high pyromancer's Fireflash hits Orc necromancer for (390 absorbed), 195 cold (195 total damage).
Orc high pyromancer's Fireflash hits Keso Tryhardson for (53 flat reduction), (277 to ice), 415 cold (415 total damage).
Orc high pyromancer's Fireflash hits Orc necromancer for (309 absorbed), 155 cold (155 total damage).
Keso Tryhardson the level 40 skeleton gunslinger was frozen and shattered into a million little shards to death by an orc high pyromancer on level 1 of Ambush!.