









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
No more ambient 1.0.0Removes all ambient sound effects excluding monster/enemy sound effects. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Nightmare Roguelike |
Sex | Male |
Race | Yeek |
Class | Mindslayer |
Level / Exp | 50 / 418% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 127 (base 50) |
Dexterity | 54 (base 14) |
Constitution | 107 (base 60) |
Magic | 19 (base 7) |
Willpower | 139 (base 60) |
Cunning | 82 (base 44) |
Resources
Psi | 161/162 |
Life | 1730/1730 |
Steam | 100/100 |
Stamina | 625/625 |
Equilibrium | 30 |
Healing Factor | 2.3753405674272 |
Regeneration | 149.60628977631 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +68.18330640608% |
Spell | 0% |
Global | +115% |
Vision
Sight | 13 |
Lite | 5 |
Infravision | 9 |
See Stealth | 25 |
See Invisible | 40 |
Offense: Mainhand
Damage | 167 |
Accuracy | 78 |
Crit Chance | 55% |
APR | 57 |
Speed | 0.91 |
Offense: Offhand
Damage | 44 |
Accuracy | 78 |
Crit Chance | 60% |
APR | 55 |
Speed | 0.91 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 63 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Light | +3% |
Temporal | +34% |
Mind | +13% |
Physical | +7% |
Cold | +60% |
All | 0% |
Offense: Damage Penetration
Temporal | +45% |
Blight | +30% |
Physical | +58% |
Mind | +40% |
All | +20% |
Defense: Base
Armour (hardiness) | 43 (68.304188961773%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 42 |
Mental Save | 45 |
Defense: Resistances
Lightning | + 55%( 70%) |
Nature | + 54%( 70%) |
Temporal | + 37%( 70%) |
Blight | + 56%( 70%) |
Arcane | + 39%( 70%) |
Cold | + 48%( 70%) |
All | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 93% |
Teleport Resistance | 100% |
Blind Resistance | 50% |
Silence Resistance | 20% |
Disarm Resistance | 100% |
Pinning Resistance | 61% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 724 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 323 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Kinetic mastery | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Augmented striking | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Psionic / Focus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Psi-fighting | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Charged Aura |
talent | Deflect Projectiles |
talent | Antimagic Shield |
talent | Daunting Presence |
talent | Augmentation |
talent | Skate |
talent | Kinetic Aura |
talent | Kinetic Shield |
talent | Charged Shield |
talent | Beyond the Flesh |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
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 |
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 again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | 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 Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * 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: 373. | 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. You have been shown a secret entrance to his stronghold. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mastery. 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. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within3 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 |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 196% Range: 1.0x-1.5x Uses 107% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +12 nature On-Hit, radius 1 +16 mind On Hit: * injects a simple virus dealing 80 blight damage on hit and lowering the victims highest stat On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +21 Con +24 Wil offense ------ Physical Crit +19.0% Ignore resists +20% all Accuracy +35 (+8 eff.) Ignore Armor +21 On-Hit (Melee): * 20% chance to slow global speed by 64% defense ------ Resistance +6% arcane Life +154.00 other ------- Max hate +6.00 Massive two-handed mauls. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego+] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) On-Hit 35 mind 29 darkness On-Hit (Melee): * 14% chance to reduce all saves and defense by 36 defense ------ Armor +3 Mind save -15 (-5 eff.) Life Regen +8.00 Disarm Resist +90% other ------- Stamina/turn +0.90 Max stamina +20.00 Talents +4 Iron Grip Unarmed combat: Weapon Damage 150% Range: 1.0x-1.1x Uses 36% Wil, 76% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On Hit: 10% Reproach level 5 On Hit: 10% Nightmare level 5 Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range 6 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Psionic While equipped: Stats +9 Wil +6 Mag offense ------ Damage +13% mind Ignore resists +20% mind +10% temporal defense ------ Physical save +15 (+4 eff.) Life +80.00 Healmod +25% other ------- Mana-on-crit +2.00 Light +5 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 +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed A Helmet. But with steam power! |
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold Physical save +15 (+4 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | ![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +4 Str +3 Dex +8 Cun +3 Con offense ------ Damage +34% temporal Ignore resists +15% temporal On-Hit (Melee): * 23% chance to reduce all saves and defense by 36 other ------- See Invisibility +15 Setup a psionic shield, reducing all damage taken by 163 for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +1 Con defense ------ Spell save +13 (+5 eff.) Life +40.00 Life Regen +11.00 Healmod +13% other ------- Max stamina +22.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Random Unique] Master/Psionic While equipped: offense ------ Critical power +5.00% Ignore resists +10% blight Accuracy +10 (+2 eff.) Ignore Armor +2 When Hit 6 physical defense ------ Mind save +9 (+3 eff.) Life +29.00 Life Regen +5.00 Disarm Resist +39% Confus Resist +38% Pinning Resist +36% Stun Resist +36% Knockbk Resist +32% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +6 Wil +9 Cun +5 Con offense ------ Physical Power +33 (+7 eff.) Move Speed +10% Combat Speed +10% Damage +3% light +7% physical Ignore resists +10% physical defense ------ Armor +8 Fatigue -8% Unlife -40.00 life Life Regen +3.00 other ------- Stamina/turn +0.90 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 174% Range: 1.0x-1.4x Uses 89% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Critical: * project a beam of lightning On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun offense ------ Accuracy +18 (+4 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% (cooling down: 1 turns) Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: defense ------ Defense +20 (+7 eff.) Resistance +3% temporal Crit Resistance 5.00% Slow Projectiles +25% Life Regen +4.90 Healmod +10% Disease Resist +20% A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 161% Range: 1.0x-1.3x Uses 45% Wil, 45% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target * project a beam of lightning On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Con offense ------ Critical power +26.00% Ignore resists +28% physical Accuracy +15 (+3 eff.) Ignore Armor +13 On-Hit (Melee): * 22% chance to slow global speed by 64% defense ------ Defense +3 (+1 eff.) Resistance +19% blight +19% nature +30% lightning Crit Resistance 10.00% Stealth +12 Life +60.00 Life Regen +7.00 Healmod +20% Stun Resist +50% other ------- Max stamina +33.47 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Ego+] Nature/Psionic While equipped: Stats +6 Mag +4 Wil defense ------ Armor +5 Hardiness +20% Fatigue +1% Resistance +13% blight +13% all Life +68.00 Life Regen +3.90 Healmod +17% other ------- Mana/turn +0.18 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 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 24% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 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 infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 335 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 274 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 330 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 346 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 689 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 492 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [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: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 mind, 2 physical, 5 light, 5 arcane 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 (100% of a turn) Is: a spell Description: Inflicts 944.69 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 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 722 damage for 7 turns. 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 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 T4 amulet jewelry [Rare] Master While equipped: Stats +8 Wil offense ------ Mindpower +30 (+7 eff.) Damage +18% mind Ignore resists +28% mind defense ------ Resistance +18% darkness other ------- Max hate +11.18 Masteries +0.34 Steamtech/Physics Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: offense ------ Mind Crit +5% Ignore resists +25% blight +20% mind defense ------ Resistance +18% blight +13% physical other ------- Stamina/turn +1.00 Max psi +20.00 Amulets make your neck look great! |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.5 Power cost 35 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 390 (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 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+6 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 (+5 eff.) Mind save +18 (+6 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: 5.5 Power cost 10 out of 48/48. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: Release a powerful shout, doing 368.30 physical damage in a radius 8 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] Nature While equipped: Stats +8 Str offense ------ Ignore resists +20% physical Accuracy +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 29% defense ------ Resistance +31% temporal Unlife -20.00 life Pinning Resist +35% Knockbk Resist +29% other ------- Max stamina +30.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +9 (+5 eff.) Spell Speed +15% defense ------ Silence Resist +100% other ------- Max mana +50.00 Max vim +50.00 See Invisibility +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Arcane While equipped: Stats +1 Mag offense ------ Spell Crit +4% Spellpower +5 (+3 eff.) On-Hit 6 light 12 darkness Damage +7% acid +10% light +5% darkness +6% fire +6% lightning +6% cold When Hit: * 8% chance to reduce damage dealt by 29% * 13% chance to blind Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Master While equipped: offense ------ Physical Power +7 (+2 eff.) Combat Speed +10% Damage +7% physical other ------- Masteries +0.19 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con defense ------ Resistance +13% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% lightning Stun Resist +26% other ------- Masteries +0.12 Psionic/Psi-fighting Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% fire +11% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +23% fire +23% cold other ------- Masteries +0.30 Psionic/Charged mastery Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +3 Wil offense ------ Critical power +14.00% Mindpower +10 (+2 eff.) Accuracy +7 (+1 eff.) Ignore Armor +10 defense ------ Mind save +9 (+3 eff.) Confus Resist +17% Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Wil defense ------ Fatigue -6% Life Regen +2.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Physical save +15 (+4 eff.) Spell save +14 (+5 eff.) Mind save +10 (+3 eff.) Blind Resist +23% other ------- Infravision +3 Sight +2 See Invisibility +9 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +8 Lck offense ------ Accuracy +9 (+2 eff.) defense ------ Defense +9 (+3 eff.) Resist unseen 11% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +21% temporal Pinning Resist +23% Knockbk Resist +34% other ------- Masteries +0.20 Psionic/Voracity +0.20 Wild-gift/Fungus Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: defense ------ Resistance +17% light +16% darkness Blind Resist +31% other ------- Masteries +0.24 Psionic/Voracity +0.24 Cunning/Survival Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +26% light +30% darkness Blind Resist +50% other ------- Infravision +6 Sight +2 See Invisibility +11 Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag offense ------ Spell Crit +6% Spellpower +5 (+3 eff.) Damage +7% light +6% temporal +8% darkness +6% physical other ------- Masteries +0.21 Technique/Conditioning +0.21 Psionic/Augmented mobility Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +12% acid Ignore resists +15% acid +15% lightning When Hit 10 acid defense ------ Resistance +15% acid +15% light Physical save +16 (+4 eff.) Spell save +16 (+6 eff.) Mind save +14 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: Stats +4 Str +10 Dex +10 Cun +10 Con offense ------ Physical Crit +6.0% Move Speed +10% Damage +15% light defense ------ Defense +30 (+10 eff.) Fatigue -9% Physical save +9 (+3 eff.) Unlife -83.71 life Life Regen +4.00 other ------- Stamina/turn +1.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +7 Cun +5 Con offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +1.10 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: Stats +13 Cun +6 Mag offense ------ Damage +9% mind defense ------ Defense +16 (+6 eff.) Resistance +12% acid +15% fire +24% cold Life +110.68 Life Regen +4.43 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +3% mind defense ------ Mind save +5 (+2 eff.) Disease Resist +20% Confus Resist +20% Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% cold Ignore resists +10% light defense ------ Armor +6 Resistance +6% temporal +22% cold Life Regen +4.00 Silence Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun +10 Str offense ------ Damage +15% blight When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 36 defense ------ Life Regen +5.00 Stun Resist +31% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +15 Dex +2 Mag +3 Cun +6 Con offense ------ Accuracy +10 (+2 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 36 defense ------ Crit Resistance 15.00% other ------- Light +3 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+7 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.5 Power cost 50 out of 50/50. Range 8 Cooldown: 6 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +17% fire When Hit 8 lightning defense ------ Resistance +24% lightning +34% fire Crit Resistance 15.00% Spell save +18 (+6 eff.) Mind save +12 (+4 eff.) Life +80.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+4 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 T3 ring jewelry [Rare] Master While equipped: Stats +4 Con offense ------ Damage +9% light +21% fire When Hit 10 acid 4 fire 8 light On-Hit (Melee): * 20% chance to reduce armor by 21% defense ------ Resistance +9% light Spell save +15 (+5 eff.) other ------- Max stamina +28.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+3 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 37.24 cold and 24.90 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +3 Dex +4 Mag offense ------ Physical Crit +1.0% Accuracy +6 (+1 eff.) defense ------ Armor +8 Unlife -40.00 life Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Master While equipped: Stats +7 Str +7 Con offense ------ Physical Power +11 (+3 eff.) Move Speed +16% Accuracy +12 (+3 eff.) defense ------ Defense +11 (+4 eff.) Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 3.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +8 Str +7 Con offense ------ Physical Power +13 (+3 eff.) defense ------ Resistance +23% acid +20% fire +30% lightning +21% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life Regen +4.00 Stun Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +15% lightning defense ------ Fatigue -8% Resistance +30% lightning other ------- Encumbrance +29 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun +5 Dex offense ------ On-Hit 8 physical On-Ranged-Hit 7 physical Accuracy +5 (+1 eff.) On-Hit (Melee): * 11% chance to reduce all saves and defense by 36 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 36 other ------- Hate-on-crit +1.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +6 Dex offense ------ Accuracy +12 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+2 eff.) Ignore Armor +9 defense ------ Defense +7 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 3.5 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +2 Str +5 Con offense ------ Physical Power +25 (+6 eff.) Damage +21% physical On-Hit (Melee): * 20% chance to slow global speed by 64% defense ------ Resistance +13% nature +9% blight Poison Resist +26% Disease Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con defense ------ Physical save +8 (+2 eff.) Life +34.00 Disarm Resist +23% Pinning Resist +23% Knockbk Resist +29% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+1 eff.) Life Regen +3.00 Stun Resist +27% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: Stats +13 Cun +2 Dex offense ------ Ignore resists +10% darkness +10% arcane On-Hit (Melee): * 20% chance to reduce damage dealt by 29% defense ------ Defense +12 (+4 eff.) Resistance +22% nature other ------- Light +3 Rings make your fingers look great! |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 151% Range: 1.0x-1.3x Uses 45% Wil, 45% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +8 cold On Hit: 20% Curse of Impotence level 4 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 27 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +6 Wil offense ------ Physical Crit +10.0% defense ------ Resistance +6% cold Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Rare] Master Weapon Damage 154% Range: 1.0x-1.3x Uses 45% Wil, 45% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +16 acid +8 darkness On-Hit, radius 1 +20 mind On Hit: * 22% chance to reduce all saves and defense by 36 While equipped: offense ------ Physical Crit +13.0% Critical power +29.00% Ignore Armor +13 On-Hit (Melee): * 22% chance to slow global speed by 64% * 22% chance to reduce damage dealt by 29% defense ------ Resistance +6% darkness +21% nature Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 149% Range: 1.0x-1.3x Uses 95% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+5 eff.) Physical save +15 (+4 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 186% Range: 1.0x-1.6x Uses 107% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 168% Range: 1.0x-1.6x Uses 107% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Disrupt Weapon Damage 189% Range: 1.0x-1.6x Uses 107% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% Damage Against +34% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Massive two-handed swords. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Psionic/Unknown Weapon Damage 173% Range: 1.0x-1.4x Uses 99% Wil Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +7.0% Attack Speed 100% Damage Against +0% Undead +0% Demon +0% Horror On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: offense ------ Mindpower +9 (+2 eff.) Damage +8% mind defense ------ Mind save -30 (-12 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil offense ------ Mind Crit +7% Mindpower +10 (+2 eff.) Damage +10% mind Ignore resists +15% mind defense ------ Resistance +25% mind Mind save +24 (+8 eff.) See all other beings around you for 5 turns. Uses 25 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 164% Range: 1.0x-1.4x Uses 89% Wil Damage Phys.bleed Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+9 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: Stats +3 Dex +10 Wil +3 Con offense ------ Damage +18% mind Ignore resists +25% fire defense ------ Fatigue -6% other ------- Encumbrance +38 A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +5 Wil offense ------ Critical power +15.00% Damage +21% blight +12% acid Ignore resists +25% light +28% acid When Hit 6 acid 11 light defense ------ Armor +15 Defense +13 (+5 eff.) Physical save +25 (+7 eff.) Spell save +15 (+5 eff.) other ------- Vim-on-crit +2.25 Max vim +56.35 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +8 Lck offense ------ Mindpower +30 (+7 eff.) Damage +18% arcane Ignore resists +25% mind When Hit 8 mind defense ------ Stealth +10 other ------- Disarm Traps +18 Psi when Hit +0.32 Max hate +6.00 Infravision +5 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +6 Wil offense ------ Physical Power +4 (+1 eff.) Against +21% Summoned defense ------ Resist Against +20% Summoned Spell save +7 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Wil offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) Mindpower +15 (+4 eff.) Ignore resists +5% nature +10% physical defense ------ Defense +21 (+7 eff.) Fatigue -3% Unlife -20.00 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 [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+1 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+4 eff.) Resistance +0% lightning other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 52% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 64% defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% temporal +10% cold Spell save +3 (+1 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 T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Critical power +5.00% Physical Power +2 (+1 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -3% Resistance +6% darkness +0% lightning Healmod +10% Stun Resist +20% Teleport Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +4 Cun offense ------ Damage +9% lightning Ignore resists +15% blight +15% lightning When Hit 11 fire defense ------ Defense +3 (+1 eff.) other ------- Hate-on-crit +5.52 Max hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: defense ------ Defense +26 (+9 eff.) Resistance +3% blight Crit Resistance 15.00% Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Str +2 Con defense ------ Defense +2 (+1 eff.) Resistance +15% nature +12% blight Life Regen +4.00 Healmod +13% 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 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+8 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+4 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. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Rare] Arcane While equipped: Stats +3 Str +8 Dex offense ------ Damage +24% temporal defense ------ Resistance +15% acid +41% temporal +18% light +13% all Life +60.00 Out-of-Phase Defense +17 Out-of-Phase Resistance +17% Out-of-Phase Resilience +17% other ------- Max hate +11.02 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego+] Nature/Psionic While equipped: offense ------ Damage +12% physical defense ------ Resistance +11% darkness +12% physical +12% mind +9% all Physical save +12 (+3 eff.) Spell save +12 (+4 eff.) Mind save +26 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 64% defense ------ Armor +3 Defense +5 (+2 eff.) Resistance +24% acid +18% cold +12% nature +6% blight +6% fire +5% arcane +13% all Physical save +27 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Ego++] Nature While equipped: Stats +5 Str +7 Mag +6 Wil offense ------ Damage +10% lightning +17% physical +9% cold defense ------ Resistance +9% blight +5% cold +6% lightning +13% all Life +52.00 Life Regen +2.50 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +6 Wil +3 Con offense ------ Spell Crit +2% Spellpower +5 (+3 eff.) Mindpower +5 (+1 eff.) Damage +6% lightning Ignore resists +7% physical defense ------ Armor +4 Defense +5 (+2 eff.) Fatigue +3% Resistance +3% darkness Disease Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.11 Max mana +28.00 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.5 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 33 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +13 Str +7 Con offense ------ Physical Power +30 (+7 eff.) Ignore Armor +3 defense ------ Armor +15 Defense +30 (+10 eff.) Fatigue +4% Resistance +9% lightning +3% physical Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.5 Power cost 25 out of 25/25. Range 8 Cooldown: 23 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 61% (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. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +10 Dex +12 Wil +11 Lck offense ------ Damage +15% fire defense ------ Armor +3 Resistance +9% nature +6% fire Stealth +10 A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +5 Con offense ------ Spellpower +8 (+4 eff.) When Hit 4 nature defense ------ Armor +4 Fatigue +3% Resistance +10% blight Crit Resistance 5.00% Silence Resist +38% Confus Resist +33% Stun Resist +38% other ------- Stamina/turn +0.90 Max stamina +28.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was hardened by the digestive sack. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Con offense ------ Physical Crit +5.0% Physical Power +20 (+5 eff.) Damage +15% physical Ignore Armor +9 defense ------ Armor +4 Defense +25 (+9 eff.) Fatigue +3% Resistance +6% cold Mind save +12 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: offense ------ Damage +15% darkness Ignore resists +15% darkness +10% fire defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +3% Resistance +6% fire Life Regen +2.00 Healmod +27% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 32 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +18% fire Ignore resists +25% acid +10% cold +10% fire defense ------ Armor +4 Fatigue -2% Resistance +3% cold Physical save +7 (+2 eff.) other ------- Encumbrance +38 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+2 eff.) Ignore resists +10% arcane defense ------ Armor +3 Defense +10 (+4 eff.) Fatigue +2% Resistance +12% cold +12% light +6% temporal Spell save +15 (+5 eff.) Life Regen +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Str +5 Dex +2 Wil +4 Cun +7 Con offense ------ Damage +12% light Ignore resists +20% fire Accuracy +11 (+2 eff.) defense ------ Armor +2 Fatigue +3% Resistance +9% darkness Crit Resistance 15.00% other ------- Infravision +3 Unarmed combat: Weapon Damage 144% Range: 1.0x-1.4x Uses 36% Wil, 76% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +9 Critical Rate +16.0% Attack Speed 83% On-hit +19 darkness On Crit: 10% Dominate level 3 Track: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +7 Mag +6 Cun +6 Con offense ------ Damage +15% darkness +9% temporal Accuracy +14 (+3 eff.) On-Hit (Melee): * 22% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +3 Fatigue +5% Resistance +11% darkness +15% blight Crit Resistance 15.00% other ------- Infravision +4 See Invisibility +18 Unarmed combat: Weapon Damage 157% Range: 1.0x-1.4x Uses 36% Wil, 76% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +14 Ignore Armor +15 Critical Rate +23.0% Attack Speed 83% On-hit +28 darkness On Crit: 10% Dominate level 5 Track: Puts all charms on 15 turn cooldown Effective talent level: 3.5 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: offense ------ Damage +21% mind +21% fire Ignore resists +28% acid On-Hit (Melee): * 22% chance to slow global speed by 64% * 22% chance to reduce armor by 21% defense ------ Armor +3 Fatigue +5% Resistance +17% mind Life Regen +10.00 other ------- Stamina/turn +2.00 Max stamina +40.00 Unarmed combat: Weapon Damage 151% Range: 1.0x-1.4x Uses 36% Wil, 76% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Nightmare level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats +6 Dex offense ------ On-Hit 14 acid Damage +36% acid +15% physical Ignore resists +20% physical +15% cold defense ------ Armor +13 Resistance +9% acid Unarmed combat: Weapon Damage 149% Range: 1.0x-1.1x Uses 36% Wil, 76% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +10 acid On Hit: 10% Corrosive Breath level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 150% Range: 1.0x-1.4x Uses 76% Wil, 76% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Dominate level 3 On Hit: 5% Slash level 3 Instill Fear: Effective talent level: 4.5 Power cost 20 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 31.07 mind and 27.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 30% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 29. Terrified: Deals 7.34 mind and 6.50 darkness damage per turn and increases cooldowns by 46%. Haunted: Causes the target to suffer 12.07 mind and 10.68 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Unarmed combat: Weapon Damage 162% Range: 1.0x-1.4x Uses 36% Wil, 76% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 83% Gauntlets. But with steam power! |
![]() 1.0 Encumbrance T2 hands armor [Rare] Disrupt While equipped: offense ------ Physical Power +9 (+2 eff.) Damage +21% acid Accuracy +9 (+2 eff.) Ignore Armor +11 When Hit 10 fire defense ------ Armor +2 Resistance +10% blight +18% fire +20% darkness Spell save +17 (+6 eff.) Unarmed combat: Weapon Damage 139% Range: 1.0x-1.1x Uses 36% Wil, 76% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +3.0% Attack Speed 100% On Hit: * 19% chance to slow global speed by 64% * 16% chance to reduce armor by 21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: Stats +5 Cun +6 Dex offense ------ On-Hit 11 physical Damage +5% physical Accuracy +6 (+1 eff.) Ignore Armor +10 defense ------ Armor +12 Fatigue +5% Unarmed combat: Weapon Damage 154% Range: 1.0x-1.4x Uses 36% Wil, 76% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +21 Critical Rate +10.0% Attack Speed 83% On-Hit, radius 1 +11 physical On-crit, radius 2 +10 physical On Hit: 10% Sand Breath level 5 On Hit: 15% Perfect Strike level 5 Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Physical save +25 (+7 eff.) Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) Disarm Resist +37% Unarmed combat: Weapon Damage 157% Range: 1.0x-1.4x Uses 36% Wil, 76% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +14 physical On Hit: 10% Juggernaut level 1 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 33% and provides a 19% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+3 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 4.5 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 173.63 mind damage and cripples the target's higher mental functions, reducing cunning by 18 and confusing (35% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +7 Str +6 Dex +5 Con offense ------ Damage +6% light Ignore resists +25% lightning When Hit 6 lightning 2 light When Hit: * 22% chance to reduce strength, dexterity, and constitution by 11 * 36% chance to reduce damage dealt by 29% defense ------ Armor +6 Fatigue +3% Resistance +12% lightning other ------- Infravision +2 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 4.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 637.1 Physical damage. If the attack hits, the target is confused (40% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+2 eff.) Accuracy +20 (+5 eff.) Ignore Armor +15 defense ------ Defense +10 (+4 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +3 Wil +0 Cun offense ------ Mind Crit +3% Mindpower +7 (+2 eff.) Damage +10% darkness +24% physical When Hit: * 38% chance to reduce strength, dexterity, and constitution by 11 * 36% chance to reduce damage dealt by 29% defense ------ Defense +2 (+1 eff.) Resistance +9% lightning +10% temporal +11% darkness +20% physical Crit Resistance 15.00% other ------- Max hate +6.00 Light +1 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +0 Cun offense ------ Ignore resists +10% lightning When Hit 8 acid defense ------ Armor +3 Fatigue +3% Resistance +12% lightning +16% nature +5% arcane +12% darkness Spell save +5 (+2 eff.) Life +53.00 Healmod +15% A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Str +7 Mag +4 Con offense ------ Damage +24% physical Accuracy +20 (+5 eff.) defense ------ Armor +3 Fatigue +3% Physical save +17 (+5 eff.) Mind save +11 (+4 eff.) other ------- Infravision +3 Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 3.5 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Arcane/Master While equipped: Stats +10 Str +7 Dex +6 Mag +9 Wil offense ------ Physical Crit +8.0% Spell Crit +9% Mind Crit +10% Physical Power +23 (+5 eff.) Spellpower +24 (+12 eff.) Mindpower +22 (+5 eff.) Move Speed +20% On-Hit 23 acid 21 fire Damage +6% light Ignore resists +15% mind When Hit 16 acid 16 fire 4 light On-Hit (Melee): * 23% chance to reduce all saves and defense by 36 defense ------ Armor +8 Defense +36 (+12 eff.) Fatigue +8% Resistance +18% lightning +26% fire +3% mind +30% acid other ------- Light +3 A suit of armour made of leather. |
![]() 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 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 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex +1 Wil offense ------ Ignore Armor +6 defense ------ Resistance +5% arcane Confus Resist +20% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 5.5 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag defense ------ Resistance +15% acid Life Regen +4.00 Knockbk Resist +20% Teleport Resist +20% other ------- Light +3 Infravision +2 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. |
![]() 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 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 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +5 Str +2 Wil +6 Cun +2 Con offense ------ Ignore resists +15% fire defense ------ Resistance +6% fire Mind save +11 (+4 eff.) other ------- Light +7 Infravision +3 See Stealth +17 See Invisibility +32 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% mind +6% cold defense ------ Resistance +6% acid +6% mind +6% nature +24% lightning Physical save +6 (+2 eff.) Healmod +12% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(176 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +6 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 36). Release absorbed darkness in a 6 radius cone with a 60% chance to blind (based on lite radius), dealing 213.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +7% all Ignore Armor +6 defense ------ Resistance +15% blight +3% light +9% acid Disease Resist +20% other ------- Light +4 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/Psionic While equipped: defense ------ Defense +9 (+3 eff.) Physical save +13 (+4 eff.) Spell save +15 (+5 eff.) Mind save +13 (+4 eff.) Blind Resist +29% Confus Resist +10% other ------- Light +8 See Stealth +14 See Invisibility +9 Track: Puts all charms on 40 turn cooldown Effective talent level: 5.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+5 eff.) Mindpower +10 (+2 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 15 out of 25/25. Range 10 Cooldown: 1 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 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. |
![]() 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. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 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. |
![]() 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. |
![]() 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 T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 69% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 271/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +8 Cun defense ------ Mind save +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Ignore Armor +20 Critical Rate +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Damage Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Damage Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +25% cold When Hit 10 nature 10 lightning defense ------ Resistance +21% lightning +12% cold Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Wil offense ------ Spell Crit +2% Critical power +20.00% Damage +6% arcane +12% blight defense ------ Resistance +6% nature +3% lightning Crit Resistance 15.00% other ------- Max vim +40.00 Blast the opponent's mind dealing 215 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 565 mind damage and silencing them for 4 turns Puts all charms on 20 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: defense ------ Armor +6 Physical save +18 (+5 eff.) Mind save +9 (+3 eff.) Blind Resist +20% Disarm Resist +20% Sting an enemy dealing 434 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil offense ------ Mindpower +8 (+2 eff.) When Hit: * 18% chance to slow global speed by 64% defense ------ Resistance +20% blight +20% arcane Spell save +20 (+7 eff.) other ------- Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+2 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +2 Str +4 Mag +3 Con offense ------ Damage +15% darkness Ignore resists +15% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 29% other ------- Hate-on-crit +5.00 Light +3 Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to heal for 58. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: Stats +7 Cun +2 Con offense ------ Mind Crit +3% Critical power +15.00% Damage +6% darkness When Hit 4 mind defense ------ Resistance +6% mind Healmod +23% Silence Resist +23% Confus Resist +23% other ------- Max hate +11.27 Heal yourself and all friendly characters within 10 spaces for 524 Puts all charms on 15 turn cooldown 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. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+5 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 159.23 temporal and 119.00 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 0.0 Encumbrance T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 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 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+4 eff.) Physical save +10 (+3 eff.) Spell save +10 (+4 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. |
Achievements
By Murr the headless the Yeek Mindslayer level 36
59th Pyre 123rd year of Ascendancy at 01:58 see stats
By Murr the headless the Yeek Mindslayer level 35
56th Pyre 123rd year of Ascendancy at 07:54 see stats
By Murr the headless the Yeek Mindslayer level 24
1st Wintertide 123rd year of Ascendancy at 19:15 see stats
By Murr the headless the Yeek Mindslayer level 46
52nd Pyre 124th year of Ascendancy at 19:41 see stats
By Murr the headless the Yeek Mindslayer level 42
10th Decay 123rd year of Ascendancy at 21:45 see stats
By Murr the headless the Yeek Mindslayer level 41
6th Decay 123rd year of Ascendancy at 13:20 see stats
By Murr the headless the Yeek Mindslayer level 29
36th Regrowth 123rd year of Ascendancy at 23:54 see stats
By Murr the headless the Yeek Mindslayer level 40
3rd Decay 123rd year of Ascendancy at 10:22 see stats
By Murr the headless the Yeek Mindslayer level 20
40th Dusk 122nd year of Ascendancy at 10:33 see stats
By Murr the headless the Yeek Mindslayer level 25
7th Regrowth 123rd year of Ascendancy at 03:20 see stats
By Murr the headless the Yeek Mindslayer level 22
22nd Haze 122nd year of Ascendancy at 14:14 see stats
By Murr the headless the Yeek Mindslayer level 38
53rd Haze 123rd year of Ascendancy at 23:50 see stats
By Murr the headless the Yeek Mindslayer level 26
14th Regrowth 123rd year of Ascendancy at 15:22 see stats
By Murr the headless the Yeek Mindslayer level 44
1st Wintertide 124th year of Ascendancy at 07:58 see stats
By Murr the headless the Yeek Mindslayer level 31
55th Regrowth 123rd year of Ascendancy at 21:07 see stats
By Murr the headless the Yeek Mindslayer level 10
8th Mirth 122nd year of Ascendancy at 16:06 see stats
By Murr the headless the Yeek Mindslayer level 20
35th Dusk 122nd year of Ascendancy at 15:33 see stats
By Murr the headless the Yeek Mindslayer level 30
52nd Regrowth 123rd year of Ascendancy at 11:20 see stats
By Murr the headless the Yeek Mindslayer level 40
66th Haze 123rd year of Ascendancy at 20:13 see stats
By Murr the headless the Yeek Mindslayer level 50
71st Pyre 124th year of Ascendancy at 12:18 see stats
By Murr the headless the Yeek Mindslayer level 21
48th Dusk 122nd year of Ascendancy at 00:10 see stats
By Murr the headless the Yeek Mindslayer level 29
25th Regrowth 123rd year of Ascendancy at 13:59 see stats
By Murr the headless the Yeek Mindslayer level 50
7th Mirth 124th year of Ascendancy at 09:19 see stats
By Murr the headless the Yeek Mindslayer level 38
53rd Haze 123rd year of Ascendancy at 05:00 see stats
By Murr the headless the Yeek Mindslayer level 40
3rd Decay 123rd year of Ascendancy at 14:06 see stats
By Murr the headless the Yeek Mindslayer level 12
4th Flare 122nd year of Ascendancy at 14:41 see stats
By Murr the headless the Yeek Mindslayer level 20
42nd Dusk 122nd year of Ascendancy at 09:45 see stats
By Murr the headless the Yeek Mindslayer level 45
43rd Regrowth 124th year of Ascendancy at 23:55 see stats
By Murr the headless the Yeek Mindslayer level 30
53rd Regrowth 123rd year of Ascendancy at 01:50 see stats
By Murr the headless the Yeek Mindslayer level 22
9th Haze 122nd year of Ascendancy at 01:12 see stats
By Murr the headless the Yeek Mindslayer level 34
56th Pyre 123rd year of Ascendancy at 02:34 see stats
Log
Today is the 50th Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 10:35.
There is an item here: Ravenorder the dragonbone wand of shielding [power 560] (20 cooldown)
Ran for 3 turns (stop reason: object seen).