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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. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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 | Ghoul |
Class | Sawbutcher |
Level / Exp | 19 / 80% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 56 (base 39) |
Dexterity | 17 (base 10) |
Constitution | 29 (base 16) |
Magic | 10 (base 10) |
Willpower | 8 (base 10) |
Cunning | 61 (base 40) |
Resources
Life | 393/566 |
Steam | 32/100 |
Healing Factor | 1.2028929955567 |
Regeneration | 11.544735741622 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.3322676295502E-13% |
Spell | 0% |
Global | +80% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 10 |
See Stealth | 10 |
See Invisible | 13 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 67 |
Accuracy | 24 |
Crit Chance | 19% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | 42 |
Accuracy | 24 |
Crit Chance | 19% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +18% |
Light | +21% |
Acid | +18% |
Physical | +32% |
Fire | +28% |
Nature | +6% |
Offense: Damage Penetration
Acid | +5% |
Temporal | +10% |
All | 0% |
Physical | +22% |
Fire | +22% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 20.987092505123 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 16 |
Physical Save | 34 |
Spell Save | 6 |
Mental Save | 22 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 8%( 70%) |
Arcane | + 4%( 70%) |
Cold | + 4%( 70%) |
All | -1%( 70%) |
Light | + 2%( 70%) |
Temporal | + 2%( 70%) |
Physical | + 48%( 70%) |
Fire | + 31%( 70%) |
Nature | + 16%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 20% |
Fear Resistance | 100% |
Poison Resistance | 90% |
Disarm Resistance | 0% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.0 steam per turn. Can be activated for an instant burst of 35 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 55%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Furnace | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.32 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
talent | Furnace |
talent | Tempest of Metal |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target has been splashed with acid, reducing armour by 22% (6). Armor Corroded |
detrimental effect | Victim is tormented with impending death. When it dies, it will restore to the source (Filio Flightfond) up to 8 times the normal amount of Vim. Bleak Outcome |
beneficial effect | You have 10 charges. Molten Point |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% acid When Hit 2 acid 4 arcane defense ------ Armor +5 Fatigue +2% Resistance +5% arcane Crit Resistance 5.00% other ------- Light +3 Infravision +2 See Invisibility +3 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +18% fire Ignore resists +5% nature +10% temporal When Hit 6 nature 12 fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% fire 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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex offense ------ Damage +6% light +18% darkness When Hit 8 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +1 Fatigue +1% other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 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 155.0 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +1 Str offense ------ Damage +15% light When Hit 4 physical defense ------ Armor +1 Resistance +3% light Unlife -80.00 life Life Regen +2.00 other ------- Stamina/turn +0.70 Max stamina +43.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: defense ------ Resistance +6% blight +3% temporal Teleport Resist +20% Sting an enemy dealing 369 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to increase all damage penetration by 18% for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +11% physical Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Damage +12% acid When Hit 2 mind defense ------ Defense +15 (+8 eff.) Resistance +24% acid Crit Resistance 15.00% Life Regen +4.00 Disease Resist +20% Confus Resist +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Masteries +0.12 Steamtech/Chemistry Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Psionic/Steamtech Weapon Damage 110% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 On-crit, radius 2 +4 nature On Hit: * 10% chance to reduce all saves and defense by 20 * 20% chance to slow global speed by 46% * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * splashes acid on your target dealing 36 damage and reducing their armor Uses 1.0 Steam While equipped: offense ------ Damage +6% nature Ignore resists +10% nature On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +6 Resistance +6% acid +12% nature Physical save +19 (+8 eff.) Poison Resist +10% A belt that goes around your waist. |
In off hand | ![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Rare] Disrupt/Steamtech Weapon Damage 135% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +23 Damage Against +9% 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% * splashes acid on your target dealing 37 damage and reducing their armor Uses 1.0 Steam While equipped: Stats +3 Cun offense ------ Physical Crit +2.0% defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Unlife -20.00 life other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+2 eff.) defense ------ Resistance +5% nature +5% cold A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | ![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Con offense ------ Damage +11% physical Ignore resists +5% acid When Hit 20 physical On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +8 Fatigue +1% Resistance +3% blight +11% physical +7% all other ------- Infravision +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 93%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 28 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.5 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.5 steam per turn. Can be activated for an instant burst of 27 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 25 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.6 steam per turn. Can be activated for an instant burst of 23 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 156 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 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: 3 blight, 2 physical, 4 light, 3 nature 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 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+4 eff.) Ignore Armor +8 defense ------ Defense +7 (+4 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 108% 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 T1 ring jewelry [Ego] Master While equipped: defense ------ Life +20.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex offense ------ Damage +11% acid Accuracy +8 (+4 eff.) defense ------ Resistance +22% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +10% nature Accuracy +4 (+2 eff.) defense ------ Resistance +20% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Life Regen +3.00 Stun Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -5% other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life +21.00 Disarm Resist +20% Pinning Resist +23% Knockbk Resist +21% other ------- Encumbrance +20 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Con offense ------ Critical power +5.00% Damage +12% light Accuracy +15 (+7 eff.) defense ------ Resistance +24% light +3% acid Crit Resistance 10.00% Physical save +15 (+7 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% nature defense ------ Resistance +20% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% fire defense ------ Armor +4 Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag offense ------ Damage +11% mind defense ------ Resistance +11% mind Spell save +6 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag offense ------ Damage +10% acid defense ------ Resistance +20% acid Spell save +4 (+4 eff.) Rings make your fingers look great! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 111% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +12 mind While equipped: offense ------ Ignore resists +15% darkness +7% all Accuracy +9 (+4 eff.) Ignore Armor +5 defense ------ Resistance +6% darkness +3% temporal Physical save +12 (+6 eff.) Cut Resist +10% Sharp, long, and deadly. |
![]() 5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 steamsaw 1H weapon [Rare] Psionic/Steamtech Weapon Damage 101% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +12 On-hit +6 darkness +8 arcane Damage Against +7% Living Uses 1.0 Steam While equipped: offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +17 Defense +2 (+1 eff.) Fatigue +4% Resistance +3% nature Life +60.00 other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T1 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 107% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +2.0% Attack Speed 100% Block +70 Uses 1.0 Steam While equipped: defense ------ Armor +7 Defense +8 (+4 eff.) Fatigue +10% other ------- Talents +2 Block Earlier steamsaws were notably not meant to be used with one hand. |
![]() 3.0 Encumbrance T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Weapon Damage 109% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +20 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +16% cold other ------- Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Rare] Master Weapon Damage 115% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: defense ------ Defense +20 (+10 eff.) Resistance +3% acid +3% nature Crit Resistance 15.00% Healmod +15% One-handed war axes. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Nature Weapon Damage 105% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-crit, radius 2 +5 lightning +9 cold While equipped: offense ------ Move Speed +20% Damage +12% fire Ignore resists +8% lightning +7% cold +25% nature When Hit 2 fire On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Resistance +3% fire One-handed war axes. |
![]() 3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 115% Range: 1.0x-1.1x Uses 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 8.69 to 26.07 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) defense ------ Resistance +5% light +5% darkness Physical save +5 (+2 eff.) A belt that goes around your waist. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+3 eff.) defense ------ Defense +8 (+4 eff.) Resistance +0% nature +0% cold other ------- Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Wil +2 Con offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Defense +8 (+4 eff.) Physical save +8 (+4 eff.) other ------- Infravision +2 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: Stats +2 Str +2 Con offense ------ Ignore resists +15% mind defense ------ Defense +1 (+1 eff.) Resistance +15% cold Mind save +6 (+3 eff.) other ------- Max hate +4.00 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 T2 cloth armor [Rare] Nature While equipped: offense ------ Damage +11% lightning Ignore resists +10% light When Hit 2 light 0 physical On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +16% lightning +3% darkness +3% blight +6% nature +5% arcane +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Spellpower +11 (+4 eff.) Damage +7% all defense ------ Resistance +11% darkness +12% mind +9% all Physical save +10 (+5 eff.) Spell save +11 (+11 eff.) Mind save +21 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% lightning +9% blight When Hit 10 lightning defense ------ Armor +3 Fatigue +2% Resistance +21% lightning Silence Resist +23% Confus Resist +23% Stun Resist +22% 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 T1 feet armor [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Move Speed +25% defense ------ Armor +1 Defense +5 (+3 eff.) Resistance +12% cold Unlife -20.00 life Disarm Resist +20% A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +2% Spellpower/crit +2 Damage +3% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +3 Fatigue +2% Resistance +3% nature Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown 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] Nature While equipped: Stats +1 Dex +1 Wil +2 Con offense ------ Damage +9% nature defense ------ Armor +3 Fatigue +2% Resistance +5% lightning +6% temporal 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 T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% mind When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +1 Resistance +9% fire +6% mind +6% cold A pair of boots made of leather. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Dex offense ------ Accuracy +10 (+5 eff.) defense ------ Armor +10 Defense +20 (+10 eff.) Fatigue +3% Resistance +6% nature +6% mind Mind save +6 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 41.09 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +8.0% Spell Crit +11% Mind Crit +9% Critical power +7.00% Damage +18% light +3% blight Ignore resists +15% light defense ------ Armor +2 Resistance +3% mind +3% blight other ------- Light +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +2 Dex offense ------ Damage +9% light Ignore resists +20% light Ignore Armor +2 defense ------ Armor +5 Mind save +7 (+3 eff.) Life +42.00 other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+4 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 6 lightning Damage +4% lightning defense ------ Armor +1 Fatigue +1% Resistance +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Wil offense ------ Damage +12% light defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max vim +10.00 A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +7 Fatigue +1% Resistance +1% physical +6% fire +6% nature +6% cold A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Defense +5 (+3 eff.) Fatigue +1% Resistance +1% physical +17% fire +3% darkness +6% cold A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: Stats +1 Cun offense ------ Physical Power +10 (+3 eff.) Accuracy +15 (+7 eff.) defense ------ Armor +1 Fatigue +1% Resistance +6% blight +3% temporal +6% nature +6% acid Life +20.00 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil offense ------ Physical Power +6 (+2 eff.) Damage +3% lightning +3% cold Ignore resists +5% fire defense ------ Armor +1 Fatigue +1% Resistance +15% lightning +9% fire +6% physical Physical save +5 (+2 eff.) A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +2 Mag offense ------ Damage +6% nature Ignore resists +25% nature When Hit 2 arcane On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Defense +1 (+1 eff.) Spell save +5 (+5 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +1 Con defense ------ Armor +1 Fatigue +1% Resistance +9% cold Physical save +11 (+5 eff.) other ------- See Invisibility +9 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +5% temporal A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex offense ------ Ignore Armor +5 defense ------ Armor +3 Fatigue +5% Resistance +10% blight +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. It was hardened by the digestive sack. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con defense ------ Armor +5 Fatigue +5% Resistance +3% light Life +80.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Physical Power +20 (+7 eff.) Damage +6% light +3% mind Ignore resists +5% light +15% mind Accuracy +10 (+5 eff.) defense ------ Defense +1 (+1 eff.) other ------- EQ when Hit +0.80 Psi when Hit +0.90 Hate when Hit +0.90 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Mag offense ------ Ignore resists +5% lightning On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal Crit Resistance 5.00% other ------- Infravision +2 A cap made of leather. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Arcane While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% light +12% darkness A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Random Unique] Nature/Master While equipped: Stats +2 Wil offense ------ Damage +18% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +12% blight +6% physical +10% darkness +3% fire Physical save +12 (+6 eff.) Life +20.00 Life Regen +4.00 Healmod +11% other ------- Light +1 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 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 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+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: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Wil offense ------ Mind Crit +1% Damage +12% acid +6% mind other ------- EQ when Hit +0.04 Hate-on-crit +1.00 Max hate +2.00 Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Mag +1 Wil +5 Con offense ------ Damage +6% nature +3% cold defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Mind Crit +2% Critical power +5.00% Damage +15% mind Ignore resists +15% mind When Hit 4 darkness other ------- Hate-on-crit +1.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +6% mind +3% fire Ignore resists +15% fire When Hit 2 nature defense ------ Resistance +12% nature +6% mind other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +12% light Accuracy +5 (+2 eff.) defense ------ Armor +2 Physical save +3 (+1 eff.) Unlife -60.00 life other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 2 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Mag +1 Wil +1 Cun offense ------ Mind Crit +5% Mindpower +5 (+2 eff.) On-Hit (Melee): * 20% chance to reduce armor by 13% defense ------ Resistance +3% mind Mind save +5 (+2 eff.) other ------- Light +3 See Invisibility +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Ego+] Disrupt While equipped: defense ------ Resistance +3% all Spell save +5 (+5 eff.) 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire Mind save +6 (+3 eff.) other ------- Light +3 See Stealth +6 See Invisibility +5 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. |
![]() 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
simple frost salve [power 14] simple frost salve [power 14]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 55% cooldown modifier. Remove 1 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
simple healing salve [power 167] simple healing salve [power 167]1.0 Encumbrance T1 salve misc [Normal] Nature/Steamtech Using medical injector with 124% efficiency and 55% cooldown modifier. Heal 167 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T2 shot ammo [Random Unique] Nature Weapon Damage 127% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 22 On-ranged-hit +8 acid +28 cold On-crit, radius 2 +19 cold On Hit: * 10% chance to slow global speed by 46% * 20% chance to reduce armor by 13% Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 118 physical damage Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +6 Cun offense ------ Damage +6% lightning +15% mind other ------- Light +2 Sting an enemy dealing 169 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 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 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 35 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Gur O Rotsaw the Ghoul Sawbutcher level 18
70th Dusk 122nd year of Ascendancy at 18:28 see stats
By Gur O Rotsaw the Ghoul Sawbutcher level 10
7th Flare 122nd year of Ascendancy at 20:39 see stats
By Gur O Rotsaw the Ghoul Sawbutcher level 12
13rd Dusk 122nd year of Ascendancy at 15:48 see stats
By Gur O Rotsaw the Ghoul Sawbutcher level 17
66th Dusk 122nd year of Ascendancy at 10:15 see stats
By Gur O Rotsaw the Ghoul Sawbutcher level 18
69th Dusk 122nd year of Ascendancy at 15:25 see stats
Log
Filio Flightfond evades Gur O Rotsaw.
Gur O Rotsaw misses Filio Flightfond.
Gur O Rotsaw is freed from a bear trap.
Talent Saw Wheels is ready to use.
Filio Flightfond casts Demon Seed.
Filio Flightfond performs a melee critical strike against Gur O Rotsaw!
Gur O Rotsaw's armor corrodes!
Gur O Rotsaw shrugs off the effect 'Dazed'!
Melee retaliation hits Filio Flightfond for (2 absorbed), 0 acid, (26 absorbed), 0 physical, (2 absorbed), 0 mind, (6 absorbed), 0 nature, (15 absorbed), 0 fire, (4 absorbed), 0 arcane, (9 absorbed), 0 darkness, (2 absorbed), 0 acid, (26 absorbed), 0 physical, (2 absorbed), 0 mind, (6 absorbed), 0 nature, (15 absorbed), 0 fire, (4 absorbed), 0 arcane, (9 absorbed), 0 darkness (0 total damage).
Filio Flightfond hits Gur O Rotsaw for 6 blight, 1 acid, 12 physical, 4 acid (23 total damage).
Filio Flightfond is no longer evading attacks.
Talent Implant: Medical Injector is ready to use.
Gur O Rotsaw uses To The Arms.
Gur O Rotsaw misses Filio Flightfond.
Filio Flightfond shoots!
Filio Flightfond's Shoot hits Gur O Rotsaw for 34 physical damage.
Filio Flightfond shoots!
Filio Flightfond's Shoot performs a ranged critical strike against Gur O Rotsaw!
Filio Flightfond's spell attains critical power!
Filio Flightfond's Shoot hits Gur O Rotsaw for 55 physical, 47 lightning (102 total damage).
Gur O Rotsaw receives 60 healing from Rough leather belt 'Galegen' .
Gur O Rotsaw receives 162 healing.
Talent Implant: Steam Generator is ready to use.
Filio Flightfond activates his hare-skin sling!
Filio Flightfond shoots!
Gur O Rotsaw is knocked back!
Filio Flightfond's Inertial Shot hits Gur O Rotsaw for 52 physical damage.