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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 | Female |
Race | Higher |
Class | Annihilator |
Level / Exp | 47 / 5% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 65 (base 20) |
Dexterity | 94 (base 40) |
Constitution | 137 (base 44) |
Magic | 32 (base 10) |
Willpower | 117 (base 10) |
Cunning | 167.8 (base 40) |
Resources
Life | 1998/1998 |
Steam | 115/115 |
Equilibrium | 0 |
Psi | 297/297 |
Healing Factor | 2.5 |
Regeneration | 158.6165915472 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +72.64892493468% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 25 |
Infravision | 15 |
See Stealth | 69 |
See Invisible | 69 |
Offense: Mainhand
Damage | 104 |
Accuracy | 66 |
Crit Chance | 86% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 16.5 |
Crit Chance | 48% |
Speed | 1 |
Offense: Mind
Mindpower | 87 |
Crit Chance | 96% |
Speed | 1 |
Offense: Damage Bonus
Acid | +48% |
Blight | +12% |
Physical | +15% |
Cold | +24% |
All | +6% |
Light | +30% |
Mind | +48% |
Fire | +28% |
Nature | +86% |
Offense: Damage Penetration
Fire | +44% |
Light | +24% |
Temporal | +44% |
Nature | +64% |
Physical | +39% |
Cold | +44% |
All | +14% |
Defense: Base
Armour (hardiness) | 114 (100%) |
Defense | 84 |
Ranged Defense | 84 |
Fatigue | 0 |
Physical Save | 81 |
Spell Save | 65 |
Mental Save | 83 |
Defense: Resistances
Acid | + 68%( 70%) |
Blight | + 68%( 70%) |
Arcane | + 61%( 70%) |
Cold | + 70%( 70%) |
All | + 50%( 70%) |
Lightning | + 70%( 70%) |
Light | + 53%( 70%) |
Temporal | + 56%( 70%) |
Physical | + 59%( 70%) |
Mind | + 52%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 40% |
Poison Resistance | 15% |
Blind Resistance | 100% |
Silence Resistance | 40% |
Teleport Resistance | 100% |
Pinning Resistance | 64% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.9 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 2.5 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 192% efficiency and cooldown mod of 60%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 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 111% efficiency and cooldown mod of 62%. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Steamtech / Artillery | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 4/5 |
Generic Talents
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
talent | Exoskeleton |
talent | Chemical Grenade |
talent | Rocket Pod |
talent | Skate |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 27% and triggers a radius 5 conal explosion dealing 45% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You failed to protect the injured seer from death by Emyssra the skeleton warrior. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Skate (+1 level(s)). | done |
You failed to protect the lost warrior from death by Cyravea the armoured skeleton warrior. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 320. | 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. | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed multi-hued wyrm scale. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed electric eel tail. * You've found the needed bear paw. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed faerlhing fang. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 within6 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
On feet | ![]() 2.0 Encumbrance T3 feet armor [Random Unique] Nature/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Move Speed +10% Damage +3% blight +6% fire Ignore resists +15% fire When Hit 8 blight defense ------ Armor +3 Fatigue -7% Physical save +19 (+3 eff.) Spell save +9 (+2 eff.) Mind save +10 (+2 eff.) Life +46.00 Life Regen +4.00 Healmod +13% Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% other ------- Stamina/turn +0.50 A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T4 shot ammo [Random Unique] Nature/Master Weapon Damage 165% Range: 1.0x-1.2x Uses 70% Dex, 50% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +14.5% Capacity 17 On-ranged-hit +4 darkness +12 arcane +25 fire +9 nature On-Hit, radius 1 +12 darkness +4 arcane On-crit, radius 2 +9 fire On Hit: * 20% chance to reduce damage dealt by 36% On Critical: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Nature/Master While equipped: Stats +6 Con offense ------ Damage +12% light +6% cold Ignore resists +10% light +14% all Ignore Armor +15 When Hit 4 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 45 defense ------ Resistance +13% blight +12% cold +6% light Life Regen +10.00 Blind Resist +49% Confus Resist +30% other ------- Light +16 See Stealth +31 See Invisibility +23 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 38 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Con defense ------ Armor +15 Defense +4 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% Silence Resist +20% A Helmet. But with steam power! |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +12 Cun +12 Wil offense ------ Mind Crit +15% Mindpower +12 (+3 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +10 Defense +8 (+2 eff.) Spell save +18 (+5 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 198.22 arcane damage and stunned). Uses 100 power out of 91/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Mind Crit +4% Damage +6% acid +6% mind defense ------ Resistance +18% acid Mind save +9 (+2 eff.) Create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to heal for 60. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +10 Cun +10 Dex offense ------ Accuracy +11 (+3 eff.) defense ------ Life +61.00 Life Regen +10.00 Healmod +15% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +16 (+4 eff.) Spellpower +14 (+4 eff.) Mindpower +16 (+4 eff.) Damage +6% all defense ------ Life +82.00 Life Regen +17.00 Healmod +18% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Dex +8 Cun +8 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +3.00 Blind Resist +22% other ------- Stamina/turn +0.70 Infravision +7 Sight +2 See Invisibility +7 Amulets make your neck look great! |
In main hand | ![]() 4.0 Encumbrance T5 steamgun 1H weapon [Ego++] Nature/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On Hit: * splashes acid on your target dealing 55 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +8 Str +14 Dex +11 Mag +26 Wil +11 Cun +26 Con defense ------ Life +97.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Wil +9 Cun +5 Con offense ------ Physical Power +8 (+2 eff.) Ignore resists +15% cold +15% temporal Against +34% Summoned When Hit 2 temporal defense ------ Defense +10 (+2 eff.) Resistance +6% temporal +3% cold Resist Against +45% Summoned Physical save +11 (+2 eff.) Slow Projectiles +20% Life Regen +1.40 Healmod +22% other ------- Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 167% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +138 On-Hit, radius 1 +18 fire On Critical: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Physical Power +11 (+3 eff.) On-Hit 9 fire When Hit 4 lightning 17 fire On-Hit (Melee): * 10% chance to slow global speed by 75% defense ------ Armor +10 Fatigue +8% Resistance +27% lightning +12% fire +15% nature +6% blight other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +15 (+3 eff.) When Hit 4 mind defense ------ Armor +10 Defense +4 (+1 eff.) Resistance +30% lightning +18% cold Physical save +15 (+3 eff.) Mind save +29 (+6 eff.) Unlife -50.00 life Stun Resist +50% other ------- Hate-on-crit +1.00 Max psi +50.00 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 T3 cloth armor [Unique] Nature While equipped: Stats +10 Str +10 Dex +10 Mag +14 Wil +10 Cun +15 Con 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 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+3 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. |
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 125% efficiency and cooldown mod of 58%. 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 185% efficiency and cooldown mod of 80%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 188% efficiency and cooldown mod of 85%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 80%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 105% efficiency and cooldown mod of 67%. 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: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 106% efficiency and cooldown mod of 90%. 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: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.0 steam per turn. Can be activated for an instant burst of 75 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: 29 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 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: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 55 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 260 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 Encumbrance 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 655.08 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 663 damage for 4 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 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Damage +9% mind +3% temporal Ignore resists +15% temporal On-Hit (Melee): * 10% chance to reduce all saves and defense by 45 defense ------ Fatigue -5% Resistance +3% acid +6% temporal +6% mind Life Regen +3.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +5 Mag +5 Wil +9 Con offense ------ Critical power +21.12% Damage +24% mind +6% fire defense ------ Resistance +12% fire other ------- Max hate +4.00 Light +3 Amulets make your neck look great! |
![]() 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 502 (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] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +20% cold On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +18% acid +13% temporal Spell save +15 (+4 eff.) Pinning Resist +26% Knockbk Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil offense ------ Physical Crit +7.0% Mindpower +15 (+3 eff.) Accuracy +10 (+2 eff.) Ignore Armor +2 defense ------ Resistance +16% mind Confus Resist +29% other ------- Stamina/turn +2.00 Psi when Hit +0.16 Max psi +20.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +5 Wil offense ------ Critical power +20.00% Spellpower +30 (+6 eff.) Damage +6% fire Ignore resists +10% arcane Ignore Shields +30% defense ------ Fatigue -6% Life Regen +3.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: offense ------ On-Hit 7 light 6 darkness Damage +24% lightning +8% light +7% darkness Ignore resists +15% darkness When Hit: * 7% chance to reduce damage dealt by 36% * 9% chance to blind defense ------ Resistance +18% fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex offense ------ Critical power +15.00% defense ------ Armor +12 Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +3.00 Max psi +20.00 Amulets make your neck look great! |
![]() 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 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego+] Psionic While equipped: Stats +3 Wil offense ------ Mindpower +7 (+2 eff.) defense ------ Mind save +7 (+2 eff.) Confus Resist +15% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego+] Psionic While equipped: Stats +4 Wil offense ------ Mindpower +11 (+3 eff.) defense ------ Mind save +11 (+2 eff.) Confus Resist +23% Amulets make your neck look great! |
![]() 0.1 Encumbrance T5 amulet jewelry [Ego] Nature/Master While equipped: Stats +7 Str defense ------ Fatigue -9% Life Regen +4.00 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +12 (+2 eff.) Spell save +13 (+3 eff.) Mind save +12 (+3 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +8 Dex +6 Cun +7 Con offense ------ Move Speed +10% defense ------ Fatigue -9% Life Regen +4.00 Blind Resist +30% other ------- Stamina/turn +0.80 Infravision +8 Sight +2 See Invisibility +13 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +5% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +7% physical other ------- Stamina/turn +0.40 Masteries +0.10 Steamtech/Physics Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun +2 Con offense ------ Ignore resists +20% acid Accuracy +10 (+2 eff.) defense ------ Defense +28 (+6 eff.) Resistance +9% blight other ------- Stamina/turn +1.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% light +6% mind Ignore resists +20% mind When Hit 6 mind 6 light On-Hit (Melee): * 20% chance to slow global speed by 75% defense ------ Resistance +18% nature Blind Resist +37% other ------- Infravision +5 See Stealth +17 See Invisibility +16 Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Damage +6% mind +9% lightning Ignore resists +10% lightning +15% mind +27% light When Hit 4 mind 4 light defense ------ Resistance +27% lightning +16% mind Life +45.00 Disarm Resist +49% Pinning Resist +50% Knockbk Resist +45% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Mindpower +20 (+4 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 45 defense ------ Resistance +3% cold Life Regen +1.00 Stun Resist +21% other ------- Max hate +2.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +15% cold Accuracy +13 (+3 eff.) Ignore Armor +10 On-Hit (Melee): * 20% chance to reduce all saves and defense by 45 defense ------ Defense +13 (+3 eff.) Resistance +9% nature +6% physical Crit Resistance 15.00% Stun Resist +20% 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 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+2 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun offense ------ Damage +12% acid +6% darkness Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 45 defense ------ Defense +6 (+1 eff.) Resistance +3% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+1 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 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 [Unique] Arcane While equipped: defense ------ Spell save +7 (+2 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 T4 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +9 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil offense ------ Damage +27% lightning +6% arcane +9% mind Ignore resists +15% arcane When Hit 8 lightning defense ------ Resistance +5% arcane +6% mind Mind save +12 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% cold defense ------ Fatigue -6% Resistance +24% cold other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun defense ------ Defense +8 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +12% fire defense ------ Resistance +24% fire Physical save +9 (+1 eff.) Spell save +7 (+2 eff.) Mind save +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +8 (+1 eff.) Spell save +7 (+2 eff.) Mind save +8 (+2 eff.) Life +27.00 Disarm Resist +21% Pinning Resist +25% Knockbk Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +6 Dex offense ------ Accuracy +11 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +14% darkness Ignore resists +25% acid When Hit 4 mind 2 darkness defense ------ Resistance +34% darkness +9% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Rare] Arcane While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +13 (+3 eff.) defense ------ Armor +14 Resistance +9% lightning +9% mind Unlife -80.00 life Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +11 (+3 eff.) Ignore Armor +12 defense ------ Defense +11 (+2 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 T3 ring jewelry [Ego+] Nature While equipped: offense ------ Damage +10% fire defense ------ Resistance +8% blight +20% fire +9% nature Poison Resist +15% Disease Resist +12% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature While equipped: defense ------ Resistance +9% nature +8% blight Life +54.00 Life Regen +9.00 Healmod +13% Poison Resist +16% Disease Resist +18% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag offense ------ On-Hit 27 light On-Ranged-Hit 25 light Damage +20% light Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str defense ------ Armor +8 Mind save +8 (+2 eff.) Confus Resist +32% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats +4 Str defense ------ Armor +8 Life +20.00 Disarm Resist +27% Pinning Resist +30% Knockbk Resist +26% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str defense ------ Armor +6 Blind Resist +20% other ------- Infravision +3 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str offense ------ Damage +12% mind defense ------ Armor +8 Resistance +12% mind Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Physical Power +8 (+2 eff.) Spellpower +7 (+2 eff.) Mindpower +8 (+2 eff.) defense ------ Spell save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag offense ------ Damage +11% cold defense ------ Resistance +22% cold Spell save +6 (+2 eff.) Rings make your fingers look great! |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate -10.0% Attack Speed 100% Damage Multiplier 100% Range +6 Projectile Speed +1500% On Critical: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: offense ------ Critical power +50.00% other ------- Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
![]() 4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 67% Damage Multiplier 250% Range +10 Projectile Speed +600% Shoots beams through all targets. Uses 6.0 Steam Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%. Uses 20 power out of 20/20 Activation is instant. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
![]() 4.0 Encumbrance T5 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Autoloader Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Attack Speed 100% Range +10 Projectile Speed +600% On-ranged-hit +8 lightning On-crit, radius 2 +12 mind On Hit: * 20% chance to reduce all saves and defense by 45 Uses 2.0 Steam While equipped: Stats +7 Con offense ------ Damage +18% lightning +21% mind +6% nature When Hit 10 nature defense ------ Resistance +6% nature +9% lightning other ------- Masteries +0.20 Wild-gift/Fungus Regenerate 260 life over 5 turns Puts all charms on 20 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Rare] Psionic/Steamtech Weapon Damage 121% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +52 On-hit +14 darkness Damage Against +14% Living Uses 1.0 Steam While equipped: offense ------ Spellpower +15 (+4 eff.) Damage +24% arcane Ignore Shields +30% defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +8% Resistance +12% blight +18% fire Life +40.00 other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 Encumbrance T3 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Weapon Damage 124% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +48 On-hit +8 darkness On Hit: * Create an explosion dealing 20 fire damage (1/turn) Uses 1.0 Steam When used to Attack: Block +68 On-Hit, radius 1 +12 temporal While equipped: Stats +7 Str offense ------ Damage +10% physical +18% darkness +19% fire Ignore resists +15% darkness +16% fire Accuracy +17 (+4 eff.) defense ------ Armor +11 Defense +6 (+1 eff.) Fatigue +8% Resistance +9% darkness other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Str +3 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +25% lightning When Hit 4 lightning defense ------ Spell save +8 (+2 eff.) other ------- Stamina/turn +3.00 Size +1 A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +6 Str +4 Dex +4 Cun +7 Lck offense ------ Spell Crit +2% defense ------ Stealth +10 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Disarm Traps +9 Max mana +40.00 Light +2 Infravision +5 See Invisibility +9 A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +7 (+2 eff.) When Hit 10 blight defense ------ Resistance +6% fire Physical save +28 (+5 eff.) Unlife -80.00 life Life +40.00 Silence Resist +20% Knockbk Resist +20% A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Cun +4 Con offense ------ Mind Crit +8% Damage +6% mind defense ------ Defense +2 (+0 eff.) Resistance +15% mind Physical save +10 (+2 eff.) Mind save +6 (+1 eff.) Life +67.00 other ------- Max psi +30.00 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 T3 cloak armor [Rare] Arcane While equipped: offense ------ Spell Crit +5% Critical power +15.00% Spellpower +6 (+2 eff.) Damage +7% arcane +9% cold Ignore resists +8% arcane +25% cold On-Hit (Melee): * 20% chance to reduce damage dealt by 36% defense ------ Defense +2 (+0 eff.) Resistance +12% cold other ------- Max mana +40.00 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 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+2 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+2 eff.) 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 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex offense ------ Steam Crit +10% Steampower +10 (+2 eff.) defense ------ Defense +8 (+2 eff.) 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 [Ego+] Master While equipped: Stats +5 Str +3 Dex +5 Con defense ------ Defense +2 (+0 eff.) Spell save +6 (+2 eff.) other ------- Stamina/turn +0.50 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +5 Dex +5 Con offense ------ Ignore resists +25% lightning When Hit 8 lightning defense ------ Defense +12 (+2 eff.) Resistance +18% cold Physical save +10 (+2 eff.) other ------- Light +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 T4 cloth armor [Rare] Nature While equipped: Stats +4 Wil +9 Con offense ------ Critical power +20.93% Spellpower +30 (+6 eff.) Damage +21% nature +6% lightning Ignore resists +26% physical When Hit 10 blight defense ------ Defense +30 (+6 eff.) Resistance +13% all Unlife -83.71 life Poison Resist +39% Disease Resist +44% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Accuracy +20 (+5 eff.) defense ------ Armor +4 Defense +30 (+6 eff.) Fatigue +3% Resistance +10% fire +6% temporal +13% cold 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 T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +9 Dex offense ------ Physical Crit +5.0% Physical Power +4 (+1 eff.) Damage +12% blight Ignore resists +10% light Ignore Armor +8 defense ------ Armor +3 Defense +10 (+2 eff.) Resistance +3% blight +6% light Disengage: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 15/15. 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 193% 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. A pair of boots made of leather. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +7 Str offense ------ Damage +15% physical Ignore resists +15% cold +15% physical Ignore Armor +2 When Hit 8 cold defense ------ Armor +11 Fatigue +3% Resistance +9% acid +10% fire +17% lightning +8% cold Physical save +6 (+1 eff.) 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: Stats +4 Str +2 Con offense ------ Critical power +5.00% Accuracy +20 (+5 eff.) Ignore Armor +1 defense ------ Armor +1 Defense +15 (+3 eff.) Resistance +6% fire 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. A pair of boots made of leather. |
![]() 1.0 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +15 Con offense ------ Damage +6% temporal When Hit 10 blight On-Hit (Melee): * 20% chance to reduce all saves and defense by 45 defense ------ Armor +20 Hardiness +15% Resistance +18% blight +10% physical +15% mind +15% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 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% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+5 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 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! |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 2.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 34 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +7 Str +4 Dex +1 Cun +3 Con offense ------ Ignore resists +5% arcane Ignore Armor +5 defense ------ Armor +4 Fatigue +4% Physical save +16 (+3 eff.) Spell save +9 (+2 eff.) Unlife -60.00 life Confus Resist +20% Teleport Resist +10% 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] Master While equipped: offense ------ Damage +3% light Ignore Shields +30% When Hit 2 arcane 8 blight defense ------ Armor +1 Fatigue +1% Physical save +10 (+2 eff.) other ------- Light +1 A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+3 eff.) Mindpower +12 (+3 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +12 Dex offense ------ Ignore resists +25% physical defense ------ Armor +3 Defense +10 (+2 eff.) Fatigue +3% Unlife -40.00 life other ------- Max stamina +20.00 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Cun +4 Dex offense ------ Damage +9% physical Ignore resists +25% physical Accuracy +5 (+1 eff.) defense ------ Defense +2 (+0 eff.) Resistance +5% arcane +9% cold Mind save +10 (+2 eff.) Life +80.00 Blind Resist +20% A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Con +4 Wil offense ------ Damage +15% blight +3% fire Ignore resists +5% fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 defense ------ Armor +4 Fatigue +4% Resistance +8% blight +6% fire +12% light +10% darkness Mind save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T5 head armor [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +6 (+2 eff.) Damage +10% mind defense ------ Defense +3 (+1 eff.) Resistance +6% lightning +7% temporal +6% light +8% fire +6% nature +7% acid +6% blight +6% cold +15% mind +6% darkness Physical save +13 (+2 eff.) Mind save +18 (+4 eff.) other ------- Max psi +40.00 A pointy cloth hat, very wizardly... |
![]() 7.0 Encumbrance T5 shield armor [Random Unique] Nature/Master/Psionic When used to Attack: Weapon Damage 180% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +200 On-hit +4 lightning +30 physical On-crit, radius 2 +4 lightning While equipped: Stats +9 Str +10 Dex +12 Wil +17 Cun -17 Con offense ------ Accuracy +15 (+4 eff.) defense ------ Armor +10 Fatigue +8% Resistance +9% lightning +17% physical Windwall +68 Slow Projectiles +29% Life +78.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 7.0 Encumbrance T4 shield armor [Rare] Nature When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 100% Cun Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +136 While equipped: Stats +4 Mag offense ------ Damage +15% arcane Ignore resists +25% blight Ignore Shields +30% defense ------ Armor +8 Fatigue +8% Resistance +18% cold Life +70.00 other ------- Mana-on-crit +2.00 Talents +1 Block Handheld deflection devices. |
![]() 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 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+1 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +2 Mag +2 Wil +3 Cun offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness Accuracy +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce armor by 20% other ------- Max mana +40.00 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Dex +6 Wil offense ------ Physical Crit +5.0% Critical power +16.00% Physical Power +8 (+2 eff.) defense ------ Armor +4 Defense +10 (+2 eff.) Resistance +5% physical Unlife -80.00 life other ------- Max stamina +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 236 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 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.(162 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 Encumbrance T3 lite [Ego++] Nature/Disrupt While equipped: Stats +2 Con defense ------ Resistance +8% blight +3% all Spell save +11 (+3 eff.) Life Regen +4.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 352/400 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. |
powerful fiery salve [power 35] powerful fiery salve [power 35]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 60% cooldown modifier. Remove 2 magical effects and grants a fiery aura (35% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful frost salve [power 35] powerful frost salve [power 35]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 60% cooldown modifier. Remove 2 physical effects and grants a frost aura (35% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
powerful healing salve [power 481] powerful healing salve [power 481]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 60% cooldown modifier. Heal 481 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
powerful water salve [power 35] powerful water salve [power 35]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech Using medical injector with 192% efficiency and 60% cooldown modifier. Remove 2 mental effects and grants a water aura (35% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 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: offense ------ Accuracy +16 (+4 eff.) other ------- Light +6 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: defense ------ Armor +6 Crit Resistance 21.00% Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 19 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
![]() 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 T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+4 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 82 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 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 Myra O Nukemore the Higher Annihilator level 36
5th Flare 123rd year of Ascendancy at 14:18 see stats
By Myra O Nukemore the Higher Annihilator level 35
3rd Flare 123rd year of Ascendancy at 20:28 see stats
By Myra O Nukemore the Higher Annihilator level 39
8th Dusk 123rd year of Ascendancy at 08:28 see stats
By Myra O Nukemore the Higher Annihilator level 38
3rd Dusk 123rd year of Ascendancy at 16:58 see stats
By Myra O Nukemore the Higher Annihilator level 21
17th Haze 122nd year of Ascendancy at 10:43 see stats
By Myra O Nukemore the Higher Annihilator level 37
10th Flare 123rd year of Ascendancy at 10:25 see stats
By Myra O Nukemore the Higher Annihilator level 39
7th Dusk 123rd year of Ascendancy at 22:08 see stats
By Myra O Nukemore the Higher Annihilator level 19
58th Dusk 122nd year of Ascendancy at 18:19 see stats
By Myra O Nukemore the Higher Annihilator level 26
12nd Regrowth 123rd year of Ascendancy at 19:38 see stats
By Myra O Nukemore the Higher Annihilator level 41
8th Dusk 123rd year of Ascendancy at 17:29 see stats
By Myra O Nukemore the Higher Annihilator level 30
62nd Regrowth 123rd year of Ascendancy at 04:26 see stats
By Myra O Nukemore the Higher Annihilator level 10
6th Mirth 122nd year of Ascendancy at 20:30 see stats
By Myra O Nukemore the Higher Annihilator level 20
64th Dusk 122nd year of Ascendancy at 22:12 see stats
By Myra O Nukemore the Higher Annihilator level 30
56th Regrowth 123rd year of Ascendancy at 00:08 see stats
By Myra O Nukemore the Higher Annihilator level 40
8th Dusk 123rd year of Ascendancy at 11:42 see stats
By Myra O Nukemore the Higher Annihilator level 19
58th Dusk 122nd year of Ascendancy at 18:19 see stats
By Myra O Nukemore the Higher Annihilator level 40
8th Dusk 123rd year of Ascendancy at 12:41 see stats
By Myra O Nukemore the Higher Annihilator level 18
53rd Dusk 122nd year of Ascendancy at 18:25 see stats
By Myra O Nukemore the Higher Annihilator level 28
24th Regrowth 123rd year of Ascendancy at 17:11 see stats
By Myra O Nukemore the Higher Annihilator level 40
8th Dusk 123rd year of Ascendancy at 12:41 see stats
By Myra O Nukemore the Higher Annihilator level 27
23rd Regrowth 123rd year of Ascendancy at 06:10 see stats
By Myra O Nukemore the Higher Annihilator level 38
10th Flare 123rd year of Ascendancy at 14:33 see stats
By Myra O Nukemore the Higher Annihilator level 12
6th Flare 122nd year of Ascendancy at 11:26 see stats
By Myra O Nukemore the Higher Annihilator level 40
8th Dusk 123rd year of Ascendancy at 12:41 see stats
By Myra O Nukemore the Higher Annihilator level 15
25th Dusk 122nd year of Ascendancy at 08:16 see stats
By Myra O Nukemore the Higher Annihilator level 42
27th Dusk 123rd year of Ascendancy at 09:22 see stats
By Myra O Nukemore the Higher Annihilator level 27
19th Regrowth 123rd year of Ascendancy at 15:39 see stats
By Myra O Nukemore the Higher Annihilator level 20
66th Dusk 122nd year of Ascendancy at 01:05 see stats
By Myra O Nukemore the Higher Annihilator level 34
2nd Flare 123rd year of Ascendancy at 23:43 see stats
Log
Saving done.
Myra O Nukemore uses Create Tinker.
Created tinker: voratun crystal plating
You detach well-made ablative armour from your Spider-Silk Robe of Spydrë (10 def, 15 armour).
You attach voratun crystal plating to your Spider-Silk Robe of Spydrë (10 def, 15 armour) .
Myra O Nukemore deactivates Chemical Grenade.
Myra O Nukemore activates Chemical Grenade.
Myra O Nukemore deactivates Rocket Pod.
Myra O Nukemore activates Rocket Pod.
Myra O Nukemore deactivates Skate.
Myra O Nukemore activates Skate.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Exoskeleton
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Myra O Nukemore deactivates Chemical Grenade.
Myra O Nukemore activates Chemical Grenade.
Myra O Nukemore deactivates Rocket Pod.
Myra O Nukemore activates Rocket Pod.
Myra O Nukemore deactivates Skate.
Myra O Nukemore activates Skate.
Warning: You have increased some of your statistics or talent. Talent(s) actually sustained:
- Exoskeleton
If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect.
Resting starts...
Talent Block is ready to use.
Rested for 38 turns (stop reason: all resources and life at maximum).
There is a Occult Egress here (press '' or right click to use).
Ran for 7 turns (stop reason: at exit).