










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Fortress Font of Sacrifice 1.7.4Adds an option to add the font of sacrifice to the Sher'tul fortress. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Almost-Roguelike Permadeath Option 1.7.0Based on "Semi-Roguelike Mode" by Zizzo, but more restrictive. Adds a new permadeath option that may give you an extra life at certain parts of the campaign; however, you can only store up to 1 of these extra lives. Specifically, you will gain an extra life (if you don't have one already) upon clearing all T2 zones, going East the first time, and making it to High Peak. What's the point? I want the feel of the "Roguelike Experience(tm)" most of the time, but after sinking a certain amount of hours into the character, it becomes particularly painful to lose it (especially since you've already been able to get through arguably the game's most difficult sections), and by the nature of the game's difficulty curve this can severely limit your ability to practice clearing the endgame zones. The extra lives are capped at 1 so the feeling of limited resources is still there (similar to if you had found the Blood of Life, though this works independently of that mechanic). 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Quick Tour of Maj'Eyal 1.7.2Gives you the Quick Tour version of the Age of Ascendency campaign. Similar to Quickband for Angband. Shortens the Majeyal campaign by turning a lot of 3 level dungeons into 1 level dungeons, and 4 level dungeons into 2 level dungeons. Also gives around 2.5x XP & gold to compensate. Dreadfell goes from 9->5 levels, High Peak from 10->4. Adds 2 swap meet vendors to let you roll for extra level-appropriate items. One in Last Hope (Dala), and one in Gates of the Morning (the NPC that gives the Spider quest, after finishing that quest). Adds tab to the Game Options Menu to customize many options: including xp & gold multiplier, swap meet vendor prices & quality, and which levels to cut out of which zones (in nauseating detail). Character progression is intended to match that of regular play. In normal difficulty, you should reach T2 dungeons around lvl 10, the Master around lvl 30, and High Peak around lvl 50. The mod is still in alpha. Let me know of any bugs or balance issues. ---- New version (0.1.0) adds: Randomized mode: in this mode, the addon randomly adds back some of the missing levels so that every run is different. Select "Maj'Eyal: AoA (Random)" campaign at character creation for this mode. This mode will automatically calculate gold & xp multipliers to try to keep your progression balanced (which you can further tweak in the Game Options). Proportionally increased drops from elites & randbosses. Intended to further match progression of normal play. T1 dungeons can be now ransacked by other adventurers. Every time you enter a T1 dungeon, there's a 50% chance, another T1 dungeon is ransacked by other adventurers. You're not the only one looking to make their way in the world. (This feature is intended to force you to move onto T2 without doing all the T1 dungeons so that your starts aren't always going through the same zones. Note if you don't like this feature, you can turn it off in the Game Options.) Superloads: Overloads: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Plot Disarming 1.5.0Removes the 'plot-item' flag from certain items after their plot function has been served, allowing you to drop them. Currently affected items:
Also available as part of the ZOmnibus Addon Pack. Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
QuickTome QoL Changes mod. Grouping 1.7.2This addon requires QuickTome QoL Changes installed. This addon group the destinations for Improved Rod of Recall to make it easier to find the destination. Grouped: Maj'Eyal Main Dungeons are Main Dungeons are sorted by tier. Other Zones are sorted by name. Also add some destinations. P.S. minmay Weight: 216891(QuickTome QoL Changes' value + 1) Overload: Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). 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 | Orcs |
| Mode | Insane Almost-RL |
| Sex | Female |
| Race | KrukCornac |
| Class | Doomed |
| Level / Exp | 50 / 4815% |
| Size | medium |
| Lifes / Deaths | Killed by Adewe the netherworm mass at level 50 on the 9th Destruction 124th year of Ascendancy at 19:45 / 2Killed by Gloryra the dreaming horror at level 50 on the 30th Remembrance 125th year of Ascendancy at 15:52 |
Primary Stats
| Strength | 25 (base 13) |
| Dexterity | 54 (base 26) |
| Constitution | 72.545467261063 (base 60) |
| Magic | 18 (base 10) |
| Willpower | 122.54546726106 (base 60) |
| Cunning | 108.54546726106 (base 60) |
Resources
| Life | -1121/1148 |
| Hate | 141/141 |
| Equilibrium | 38 |
| Steam | 100/100 |
| Healing Factor | 1.2887249081393 |
| Regeneration | 6.7658057677312 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 8 |
| Infravision | 19 |
| See Stealth | 25 |
| See Invisible | 45.545467261064 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 58 |
| Crit Chance | 34% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 92 |
| Accuracy | 58 |
| Crit Chance | 34% |
| APR | 43 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 88 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +22% |
| Acid | +29% |
| Light | +38% |
| Nature | +22% |
| Darkness | +62% |
| Physical | +23% |
| Mind | +62% |
| All | +2% |
Offense: Damage Penetration
| Darkness | +30% |
| All | +20% |
| Physical | +35% |
| Mind | +60% |
| Nature | +40% |
Defense: Base
| Armour (hardiness) | 35 (48.304188961773%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 0 |
| Physical Save | 46 |
| Spell Save | 46 |
| Mental Save | 75 |
Defense: Resistances
| Fire | + 45%( 70%) |
| Darkness | + 62%( 80%) |
| Nature | + 55%( 70%) |
| Temporal | + 47%( 70%) |
| Mind | + 61%( 70%) |
| Physical | + 47%( 74%) |
| Cold | + 55%( 70%) |
| All | + 40%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 0% |
| Fear Resistance | 18% |
| Poison Resistance | 50% |
| Blind Resistance | 70% |
| Teleport Resistance | 100% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 308 damage for 6 turns. Its effects scale with your Magic 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 131% efficiency and cooldown mod of 61%. |
| 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 150% efficiency and cooldown mod of 58%. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 825% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.50 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Fears | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +10% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 16% for 3 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +8 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 96 mind and 96 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 6 nightmare (summon Terrors and chances to slow, deal 159 Mind damage, and deal 159 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+35% chance to avoid traps). Power 2+: -1 Luck, +6 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 75): Near SightedYou completed the challenge and received: Random Artifact: Dragon-helm of Kroltar (Corpses) (5 def, 9 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 76): Near SightedYou completed the challenge and received: Random Artifact: Winterwedge (Shrouds) (38-60 power, 2 apr) | done |
Wake up and kill the dreaming horror boss 'Gloryra the dreaming horror'. Infinite Dungeon Challenge (Level 78): Dream Hunter | failed |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Shoes of Slowly Moving Quickly (0 def, 0 armour) 2.0 Encumbrance T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun offense ------ Steampower +5 (+2 eff.) Spellpower +5 (+3 eff.) defense ------ Fatigue +6% Physical save +15 (+5 eff.) Pinning Resist +600% Knockbk Resist +125% Teleport Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Curse of Shrouds Tornado: Effective talent level: 4.5 Power cost 15 out of 20/20. Range 10 Cooldown: 15 Travel.spd 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 29.60 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 157.84 lightning and 190.34 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
| Light source | Umbraphage 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +40% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +10 Infravision +10 See Invisibility +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 162, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 573.48 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Steam Powered Helm (Shrouds) (3 def, 12 armour) 3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +0 Cun +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% other ------- Infravision +9 Sight +3 See Stealth +25 See Invisibility +25 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Shrouds A Helmet. But with steam power! |
| On hands | Ruthless Grip (Nightmares) (0 def, 5 armour) 1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Talents +5 Fatal Attractor Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Instill Fear: Effective talent level: 5.9 Power cost 20 out of 19/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 68.85 mind and 68.85 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 45% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 45. Terrified: Deals 17.01 mind and 17.01 darkness damage per turn and increases cooldowns by 68%. Haunted: Causes the target to suffer 26.58 mind and 26.58 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
| Tool | Neryna [power 475] (9/15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Damage +15% mind +12% physical Ignore resists +15% physical When Hit 11 physical defense ------ Defense +15 (+4 eff.) Resistance +6% physical other ------- Max hate +10.58 Blast the opponent's mind dealing 770 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate (Corpses)0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +1 Dex +6 Wil +6 Cun offense ------ Physical Power +25 (+9 eff.) Spellpower +8 (+4 eff.) Mindpower +21 (+5 eff.) Damage +9% physical defense ------ Armor +8 Resistance +1% physical Life Regen +5.00 Stun Resist +32% Can be unequipped or rerolled. Curse of Corpses Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Mnemonic (Misfortune)0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+3 eff.) defense ------ Resistance +25% mind Mind save +20 (+5 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Curse of Misfortune Mental Shielding: (Instant) Effective talent level: 4.2 Power cost 30 out of 30/30. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
| Around neck | Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+8 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
| In main hand | Nexus of the Way (Corpses) (22-24 power, 40 apr, mind damage) 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +90 20% chance of physical repulsion While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+4 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Curse of Corpses Wayist: (Instant) Effective talent level: 2.5 Power cost 60 out of 6/60. Range 4 Cooldown: 34 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 94 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
| Around waist | Daypunish (Corpses) 1.0 Encumbrance T5 belt armor [Rare] Nature While equipped: Stats +7 Str +13 Dex +6 Wil +6 Cun offense ------ Damage +21% light +27% acid Ignore Armor +3 defense ------ Resistance +9% fire Physical save +20 (+6 eff.) Spell save +20 (+6 eff.) Mind save +20 (+5 eff.) Unlife -80.00 life Blind Resist +20% Pinning Resist +20% other ------- Stamina/turn +3.00 Curse of Corpses A belt that goes around your waist. |
| In off hand | Hathyradil the living mindstar (Corpses) (17-19 power, 40 apr, mind damage) 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +90 20% chance of physical repulsion On-crit, radius 2 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +2 Dex +5 Wil +2 Cun offense ------ Mind Crit +8% Mindpower +20 (+4 eff.) defense ------ Resistance +12% temporal Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +16 (+4 eff.) other ------- EQ when Hit +2.50 Max hate +10.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Serpentine Cloak (Shrouds) (20 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Resistance +25% nature +25% cold Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Curse of Shrouds Cunning and malice seem to emanate from this cloak. |
| Main armor | Crimson Robe (Misfortune) (12 def, 10 armour) 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 0 physical 35 mind 10% gloom effects defense ------ Armor +10 Defense +12 (+3 eff.) Resistance +15% all Crit Resistance 35.00% other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Cursed Bolt level 2 On Mind Hit: 8% Waking Nightmare level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
Phial of the Ultimate Bearness0.4 Encumbrance potion [Unique] Unknown Quaff phial's content. Impawssible?! |
medical injector implant (efficiency 111% / cooldown 88%)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 111% efficiency and cooldown mod of 88%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant (efficiency 133% / cooldown 51%)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 133% efficiency and cooldown mod of 51%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the duelist (efficiency 135% / cooldown 73%)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 135% efficiency and cooldown mod of 73%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
medical injector implant of the warrior (efficiency 124% / cooldown 93%)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 124% efficiency and cooldown mod of 93%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
heroism infusion (die at -445; dur 6; cd 27)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -445 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1324 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 625%; cd 8)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 475%; cd 8)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 8 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 274; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 18; cd 11)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 3; phase 16; cd 19)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)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 190 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. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 405; dur 4; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 404.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 77; cd 13)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 89; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 89 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 86; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 329; dur 5; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 329 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the psychic (absorb 425; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] 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 at most 425 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 366; dur 6; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 366 damage for 6 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. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 322; dur 5; cd 17)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 322 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 72; blocks 6; dur 4; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 72 up to 6 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 33; blocks 3; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 33 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 46; blocks 8; dur 4; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 8 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 129; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 129 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Itching Powder0.1 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. |
insulating copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% fire +11% cold Amulets make your neck look great! |
stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% temporal Pinning Resist +21% Knockbk Resist +22% Amulets make your neck look great! |
warrior's copper amulet of willpower (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +6% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Kirim the Daymire0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +34.00% Mindpower +10 (+2 eff.) Damage +12% mind Ignore resists +10% darkness Accuracy +7 (+4 eff.) Ignore Armor +14 other ------- Hate-on-crit +5.00 Light +3 Amulets make your neck look great! |
Sunstone0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Steamtech While equipped: offense ------ Steampower +8 (+3 eff.) Damage +10% light +10% fire defense ------ Resistance +10% cold other ------- Steam/turn +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
cleansing steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Disrupt While equipped: defense ------ Resistance +12% nature +13% blight Healmod +10% Poison Resist +20% Disease Resist +26% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 604 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
mindweaver's steel amulet of dexterity (+4)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Dex +2 Wil offense ------ Mindpower +7 (+2 eff.) defense ------ Mind save +7 (+2 eff.) Confus Resist +11% Amulets make your neck look great! |
steel amulet 'Isloldawe'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Critical power +14.00% Damage +12% blight Ignore resists +32% mind +32% temporal Accuracy +7 (+4 eff.) Ignore Armor +13 When Hit 13 mind 13 blight On-Hit (Melee): * 25% chance to reduce strength, dexterity, and constitution by 15 defense ------ Resistance +6% arcane +9% mind Amulets make your neck look great! |
Fiery Choker0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+4 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
The Far-Hand0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 36 out of 36/36. Range 10 Cooldown: 30 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (125). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
serendipitous gold amulet of strength (+10)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: Stats +10 Lck +5 Str offense ------ Accuracy +11 (+6 eff.) defense ------ Defense +9 (+2 eff.) Resist unseen 12% Amulets make your neck look great! |
Unflinching Eye0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 3.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Gardanion, the Light of God0.1 Encumbrance T5 amulet jewelry [Unique] Unknown While equipped: offense ------ Physical Power +40 (+14 eff.) Steampower +40 (+11 eff.) Spellpower +40 (+18 eff.) Mindpower +40 (+8 eff.) May understand old Sher'Tul language. When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Urtharim the voratun amulet0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +5 Con offense ------ Damage +21% acid +15% mind When Hit 10 acid 4 mind On-Hit (Melee): * 20% chance to reduce armor by 24% defense ------ Healmod +30% Cut Resist +80% other ------- See Invisibility +18 Heal: Puts all charms on 35 turn cooldown Effective talent level: 4.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 604 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring of tenacity (Nightmares)0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +23% Pinning Resist +21% Knockbk Resist +21% Curse of Nightmares Rings make your fingers look great! |
Rimekin (Madness)0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +24% cold When Hit 6 nature defense ------ Resistance +9% light +20% blight +15% fire +9% nature +21% cold Spell save +6 (+2 eff.) Mind save +9 (+2 eff.) Confus Resist +32% Curse of Madness Rings make your fingers look great! |
Vargh Redemption (Misfortune)0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Curse of Misfortune Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 26.79 cold and 27.01 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
savior's steel ring of clarity (Shrouds)0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +7 (+2 eff.) Mind save +11 (+3 eff.) Confus Resist +23% Curse of Shrouds Rings make your fingers look great! |
steel ring of life (Corpses)0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Life +43.00 Life Regen +6.00 Healmod +12% Curse of Corpses Rings make your fingers look great! |
Torerig the gold ring (Shrouds)0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun +4 Con offense ------ Damage +18% arcane +21% mind defense ------ Resistance +24% darkness +15% lightning Crit Resistance 18.55% Spell save +16 (+5 eff.) Poison Resist +25% Out-of-Phase Defense +19 Out-of-Phase Resistance +19% Out-of-Phase Resilience +19% other ------- Max stamina +28.00 Curse of Shrouds Rings make your fingers look great! |
gold ring of pilfering (Shrouds)0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +9 (+5 eff.) Ignore Armor +11 defense ------ Defense +8 (+2 eff.) Curse of Shrouds 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! |
wizard's gold ring of speed (Madness)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag offense ------ Move Speed +13% Accuracy +7 (+4 eff.) defense ------ Defense +8 (+2 eff.) Spell save +8 (+2 eff.) Curse of Madness Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 3.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
Carrionwish the stralite ring (Madness)0.1 Encumbrance T4 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% nature +12% light Ignore resists +25% light +25% mind Accuracy +15 (+7 eff.) Ignore Armor +15 defense ------ Defense +15 (+4 eff.) Resistance +9% nature other ------- EQ when Hit +0.16 Curse of Madness 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! |
Ring of Lost Love (Madness)0.1 Encumbrance T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck offense ------ Damage +10% all defense ------ Resistance +25% mind +10% all other ------- Telepathy Humanoid Giant Telepath range +10 You feel something is very wrong with this ring. Curse of Madness This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Ring of the Dead (Misfortune)0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! Curse of Misfortune 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. |
rogue's stralite ring of life (Madness)0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Cun defense ------ Defense +12 (+3 eff.) Life +52.00 Life Regen +10.00 Healmod +14% Curse of Madness Rings make your fingers look great! |
stralite ring 'Blizzardvenom' (Corpses)0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Physical Power +13 (+5 eff.) Spellpower +12 (+6 eff.) Mindpower +11 (+3 eff.) Damage +6% cold +9% temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% cold Life +32.00 Blind Resist +40% Disarm Resist +41% Pinning Resist +42% Knockbk Resist +40% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +5 See Stealth +11 See Invisibility +14 Curse of Corpses Rings make your fingers look great! |
stralite ring of life (Madness)0.1 Encumbrance T4 ring jewelry [Ego+] Nature While equipped: defense ------ Life +80.00 Life Regen +11.00 Healmod +18% Curse of Madness Rings make your fingers look great! |
painweaver's voratun ring of life (Shrouds)0.1 Encumbrance T5 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +11 (+4 eff.) Spellpower +16 (+8 eff.) Mindpower +15 (+3 eff.) Damage +7% all defense ------ Life +68.00 Life Regen +14.00 Healmod +19% Curse of Shrouds Rings make your fingers look great! |
pixie's voratun ring of misery (Nightmares)0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +14 Cun +5 Mag offense ------ Spellpower +14 (+7 eff.) On-Hit 32 physical On-Ranged-Hit 35 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 46 On-Hit (Ranged): * 19% chance to reduce all saves and defense by 46 other ------- Hate-on-crit +3.00 Max hate +15.00 Curse of Nightmares Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
voratun ring 'Cystwinnow' (Nightmares)0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +12 Con offense ------ Critical power +20.00% Damage +27% arcane Ignore resists +33% nature Accuracy +39 (+16 eff.) defense ------ Resistance +7% arcane Mind save +15 (+4 eff.) Confus Resist +50% other ------- Max stamina +39.23 Curse of Nightmares Rings make your fingers look great! |
voratun ring 'Smoldercutter' (Madness)0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +7 Wil offense ------ Damage +21% mind +36% fire Ignore resists +31% fire defense ------ Resistance +12% blight Crit Resistance 18.67% Mind save +14 (+3 eff.) Life +124.50 Healmod +25% Poison Resist +25% Curse of Madness Rings make your fingers look great! |
voratun ring 'Spiderstrike' (Misfortune)0.1 Encumbrance T5 ring jewelry [Rare] Psionic While equipped: Stats +10 Wil offense ------ Damage +6% darkness Ignore resists +25% acid +15% nature On-Hit (Melee): * 23% chance to slow global speed by 75% defense ------ Armor +12 Defense +20 (+5 eff.) Resistance +4% physical +15% mind +9% nature Mind save +20 (+5 eff.) Silence Resist +23% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Curse of Misfortune Rings make your fingers look great! |
voratun ring of misery (Corpses)0.1 Encumbrance T5 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun offense ------ On-Hit 9 physical On-Ranged-Hit 25 physical On-Hit (Melee): * 19% chance to reduce all saves and defense by 46 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 46 other ------- Hate-on-crit +2.00 Max hate +9.00 Curse of Corpses Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 5.5 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
magewarrior's short elven-wood starstaff of protection (Nightmares) (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 1H weapon Reqs Mag 35 [Ego++] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Spell Crit +7% Physical Power +12 (+4 eff.) Spellpower +21 (+11 eff.) Damage +25% darkness Accuracy +12 (+6 eff.) defense ------ Resistance +12% darkness other ------- Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of warding (Misfortune) (41-49 power, 6 apr, arcane element)5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane Weapon Damage 41.0 - 49.2 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +19 (+10 eff.) Damage +41% arcane defense ------ Armor +8 Defense +7 (+2 eff.) other ------- Wards +2 arcane Talents +4 Ward +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
elemental steel battleaxe of ruin (Corpses) (22-33 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego++] Arcane/Master Weapon Damage 22.0 - 33.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Create an explosion dealing 41 cold damage (1/turn) While equipped: offense ------ Physical Crit +13.0% Critical power +27.00% Damage +21% cold Ignore resists +21% cold Ignore Armor +13 Curse of Corpses Massive two-handed battleaxes. |
Blighted Maul (Nightmares) (96-144 power, 22 apr)12.0 Encumbrance T5 greatmaul 2H weapon Reqs Str 60 [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 140% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 15 * Blasts creatures in a radius 1 shockwave around your target for 116.85 to 350.55 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Curse of Nightmares Knock away other creatures within radius 4), dealing 246.00 to 492.00 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
stralite waraxe 'Frostnail' (Madness) (30-43 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Rare] Master Weapon Damage 30.5 - 42.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +16 light On Hit: * 25% chance to reduce armor by 24% While equipped: Stats +5 Con offense ------ Physical Power +13 (+5 eff.) Damage +38% cold Ignore resists +13% physical On-Hit (Melee): * 25 arcane resource burn defense ------ Resistance +15% lightning +24% fire +24% cold Disarm Resist +29% Curse of Madness One-handed war axes. |
inquisitor's voratun waraxe of erosion (Corpses) (38-54 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Nature/Disrupt Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +18 nature On Critical: * Deals 136 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Curse of Corpses One-handed war axes. |
voratun dagger 'Porynn' (Madness) (38-50 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Rare] Nature Weapon Damage 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +19 nature While equipped: Stats +10 Wil offense ------ Mind Crit +10% Critical power +25.22% Damage +12% physical defense ------ Resistance +6% arcane other ------- Stamina/turn +3.78 Curse of Madness Sharp, short and deadly. |
hateful thorny mindstar of disruption (Nightmares) (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% Damage Against +20% 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% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +17% mind +13% darkness Ignore resists +10% mind +10% darkness other ------- Max hate +7.00 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Amethyst of Sanctuary (Misfortune) (15-16 power, 26 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+3 eff.) defense ------ Resistance +15% mind Mind save +25 (+6 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% Curse of Misfortune This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
mitotic pulsing mindstar of storms (Nightmares) (13-14 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature Weapon Damage 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +10.5% Attack Speed 100% On Hit: * 10% chance to slow global speed by 75% * 10% chance to reduce armor by 24% While equipped: Stats +4 Str +2 Dex +3 Mag +3 Wil +3 Cun +3 Con offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) On-Hit 8 lightning Damage +10% lightning Ignore resists +10% lightning defense ------ Resistance +12% lightning other ------- Talents +1 Attune Mindstar Curse of Nightmares Divide the mindstar in two Puts all charms on 1 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Dayjeer the living mindstar (Misfortune) (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to reduce all saves and defense by 46 While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 20 acid 19 cold 13 mind 13 darkness Damage +12% acid +8% darkness +15% cold +13% mind +6% light Ignore resists +16% acid +20% cold +5% light +20% mind defense ------ Armor +17 Resistance +17% acid +17% cold +6% mind Life Regen +4.00 other ------- Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of the Lost (Corpses) (17-19 power, 27 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil offense ------ Mind Crit +7% Mindpower +10 (+2 eff.) Damage +10% mind Ignore resists +15% mind defense ------ Resistance +25% mind Mind save +24 (+6 eff.) Curse of Corpses See all other beings around you for 5 turns. Uses 25 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Aeruldamira the Searspitter (Misfortune)4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Nature Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-ranged-hit +30 fire On-crit, radius 2 +68 lightning +68 cold While equipped: Stats +4 Mag +25 Wil +23 Con offense ------ Critical power +10.00% Spellpower/crit +6 Move Speed +69% Damage +33% fire Ignore resists +38% lightning +30% cold +20% arcane defense ------ Resistance +6% mind +15% fire Life +125.00 Curse of Misfortune Longbows are used to shoot arrows at your foes. |
Woestoker the dragonbone longbow (Madness)4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 Projectile Speed +265% Ignore Shields +40% While equipped: Stats +20 Dex offense ------ Critical power +20.00% Physical Power +35 (+12 eff.) Damage +21% darkness +21% physical Ignore resists +30% fire +45% physical other ------- Reload +5 Curse of Madness Longbows are used to shoot arrows at your foes. |
deadly pouch of stralite shots of paradox (19/19, 60-71 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego] Arcane/Master Weapon Damage 59.5 - 71.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 19 On-ranged-hit +11 temporal On Hit: * 13% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
stralite shield of the stars (Madness) (0 def, 8 armour, 138 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +9 Cun +8 Mag offense ------ Damage +18% light +17% darkness defense ------ Armor +8 Fatigue +8% Resistance +16% light +18% darkness other ------- Talents +1 Block Curse of Madness Handheld deflection devices. |
impervious voratun shield of crushing (Shrouds) (0 def, 22 armour, 265.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +7 Con offense ------ Physical Crit +18.0% Physical Power +13 (+5 eff.) defense ------ Armor +22 Fatigue +8% Physical save +15 (+5 eff.) other ------- Talents +1 Block Curse of Shrouds Handheld deflection devices. |
Silk Current (Madness) (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+3 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+3 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 Curse of Madness This deep blue robe flows and ripples as if pushed by an invisible tide. |
stargazer's linen robe (Nightmares) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Cun offense ------ Spell Crit +6% Spellpower +6 (+3 eff.) Damage +10% light +10% darkness defense ------ Resistance +7% all Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanyma the Shockmistress (Madness) (20 def, 26 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Rare] Master While equipped: offense ------ Damage +9% lightning +9% fire Ignore resists +32% lightning defense ------ Armor +26 Defense +20 (+5 eff.) Fatigue +22% Resistance +44% lightning +18% light Spell save +9 (+3 eff.) Out-of-Phase Defense +19 Out-of-Phase Resistance +19% Out-of-Phase Resilience +19% Curse of Madness A suit of armour made of metal plates. |
Girdle of Preservation (Nightmares)1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+5 eff.) Spell save +15 (+5 eff.) Mind save +15 (+4 eff.) Confus Resist +20% Curse of Nightmares A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
ravager's drakeskin leather belt of containment (Madness)1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: offense ------ Damage +15% physical Ignore resists +18% physical defense ------ Anomaly Control +19 Life +118.00 other ------- Max mana +78.00 Max stamina +65.00 Max hate +19.00 Max psi +35.00 Max vim +40.00 Max positive +39.00 Max negative +30.00 Curse of Madness A belt that goes around your waist. |
Cloth of Dreams (Nightmares) (10 def, 0 armour)2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+2 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Nightmares Slumber: Effective talent level: 4.5 Power cost 10 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 102 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Jetpack (Madness) (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun offense ------ Physical Power +5 (+2 eff.) Move Speed +10% defense ------ Defense +10 (+2 eff.) Physical save +10 (+3 eff.) other ------- Talents +1 Rocket Dash Avoid Pressure Traps Curse of Madness Finally. |
Liquid Metal Cloak (Corpses) (20 def, 10 armour)2.0 Encumbrance T5 cloak armor [Unique] Steamtech While equipped: defense ------ Armor +10 Defense +20 (+5 eff.) Resistance +15% physical Physical save +40 (+13 eff.) other ------- Masteries +0.20 Steamtech/Avoidance Curse of Corpses Cloaking Device: Effective talent level: 2.5 Power cost 60 out of 60/60. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a steamtech power Description: Trigger an array of small mirrors to appear all over your cloak. The mirrors are positioned to reflect all light shining on you, granting 76 stealth power for 10 turns. Stealth power increases with your steampower. This strange sheet of metal flows with the wind just like a normal cloak. Whoever crafted it was a true master. |
Threads of Fate (Madness) (10 def, 0 armour)2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+4 eff.) Damage +10% temporal defense ------ Defense +10 (+2 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+6 eff.) Spell save +20 (+6 eff.) Mind save +20 (+5 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination Curse of Madness See the Threads: Effective talent level: 2.5 Power cost 50 out of 50/50. Range melee/personal Cooldown: 50 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Anti-Gravity Boots (Shrouds) (8 def, 8 armour)3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+1 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+2 eff.) Fatigue +8% Resistance +10% fire Pinning Resist +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Curse of Shrouds Jump to a nearby location within range 7, blasting everything within radius 2 (101 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (169 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Steam Powered Boots (Nightmares) (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Curse of Nightmares Boots. But with steam power! |
Assassin's Surprise (Misfortune) (0 def, 4 armour)1.5 Encumbrance T2 hands armor [Unique] Steamtech While equipped: Stats +5 Cun offense ------ On-Hit 10 poison defense ------ Armor +4 Poison Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Fire a poisonous bolt out to range 6 that deals 31 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 92 addition nature damage over 3 turns (damage based on Cunning). Uses 12 power out of 24/24 Activation is instant. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
Omniscience (Madness) (7 def, 0 armour)1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) Ignore resists +10% mind defense ------ Defense +7 (+2 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+6 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Curse of Madness Reveal the surrounding area (range 20). Uses 30 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
X-Ray Goggles (Shrouds) (10 def, 0 armour)2.0 Encumbrance T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun offense ------ Accuracy +20 (+9 eff.) defense ------ Defense +10 (+2 eff.) Blind Resist +100% Curse of Shrouds See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
Quasit's Skull (Nightmares) (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +0 Cun +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+4 eff.) Stun Resist +30% Curse of Nightmares Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Aletta's Diadem (Misfortune) (0 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+3 eff.) Damage +10% mind When Hit 12 mind Curse of Misfortune Psychic Lobotomy: Effective talent level: 4.5 Power cost 8 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 338.12 mind damage and cripples the target's higher mental functions, reducing cunning by 25 and confusing (39% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
agate0.0 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 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. |
citrine0.0 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. |
11 aquamarine0.0 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. |
7 opal0.0 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. |
15 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 amethyst0.0 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. |
47 onyx0.0 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. |
40 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 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. |
42 emerald0.0 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. |
50 garnet0.0 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. |
46 quartz0.0 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. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 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. |
4 jade0.0 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. |
6 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ruby0.0 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. |
10 amber0.0 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. |
23 bloodstone0.0 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. |
10 fire opal0.0 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. |
16 diamond0.0 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. |
12 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+3 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. |
25 pearl0.0 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. |
Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 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. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 22/30 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. |
953 alchemist agate0.0 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. |
dwarven lantern 'Stokewilter'1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: offense ------ Damage +9% fire +15% light +15% mind Ignore resists +15% fire +20% mind +15% nature When Hit 2 mind defense ------ Resistance +15% darkness Affinity +5% light Mind save +15 (+4 eff.) Blind Resist +50% Confus Resist +29% other ------- Light +14 See Stealth +50 See Invisibility +36 Sun Flare: Puts all charms on 30 turn cooldown Effective talent level: 4.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 124.50 light damage. At talent level 3 you gain 19% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
strange black disk (1)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 Encumbrance disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Automated Portable Extractor0.0 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. |
great fungal web0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel kinetic stabiliser0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: defense ------ Physical save +9 (+3 eff.) Pinning Resist +15% Knockbk Resist +15% Teleport Resist +100% Tinkers can be attached to normal items to improve them with steam power! |
Stralite Sand Shredder0.0 Encumbrance T4 steamtech tinker [Unique] Steamtech Attachable to hands When attached: other ------- Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
voratun mental stimulator0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun defense ------ Mind save +15 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 33] amazing fiery salve [power 33]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 150% efficiency and 58% cooldown modifier. Remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 150% efficiency and 58% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
amazing healing salve [power 474] amazing healing salve [power 474]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 150% efficiency and 58% cooldown modifier. Heal 474 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
amazing pain suppressor salve [power 415] amazing pain suppressor salve [power 415]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 150% efficiency and 58% cooldown modifier. Let you fight up to -415 life and reduces all damage by 26% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 turn cooldown Activation is instant. Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]1.0 Encumbrance T5 salve misc [Normal] Nature/Steamtech Using medical injector with 150% efficiency and 58% cooldown modifier. Remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 25 turn cooldown Activation is instant. Medical salve. |
Mummified Egg-sac of Ungolë2.0 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. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
voratun pickaxe 'Tundratreason' (dig speed 9 turns)3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str offense ------ Critical power +20.00% Physical Power +9 (+3 eff.) Damage +9% nature +9% temporal Ignore Armor +7 When Hit 8 cold defense ------ Resistance +6% cold +14% nature +9% temporal other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 68% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)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. |
Cinderstoker [power 153] (9/25 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +10 Mag offense ------ Spell Crit +3% Critical power +26.15% Spellpower +20 (+10 eff.) When Hit 8 physical defense ------ Armor +8 Defense +15 (+4 eff.) Resistance +18% acid +18% fire Unlife -104.61 life other ------- Mana/turn +0.28 Setup a psionic shield, reducing all damage taken by 153 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Duvarim the voratun torque of gale force [power 415] (9/15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +4 Str +5 Mag +5 Cun offense ------ Damage +27% arcane On-Hit (Melee): * 22% chance to reduce all saves and defense by 46 defense ------ Resistance +6% arcane Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 510 physical damage Puts all charms on 15 turn cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of gale force 'Lightningstalker' [power 475] (9/15 cooldown)2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: Stats +8 Mag +4 Wil offense ------ Spellpower +20 (+10 eff.) Damage +9% arcane Ignore resists +25% mind +30% blight When Hit 12 mind defense ------ Resistance +36% lightning Spell save +12 (+4 eff.) Mind save +18 (+4 eff.) other ------- Hate-on-crit +4.00 Project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 584 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Shocktaint [power 320] (9/15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Damage +18% lightning +15% darkness Ignore resists +25% lightning defense ------ Resistance +18% fire +4% physical Mind save +6 (+1 eff.) Life +105.83 Poison Resist +21% Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Branikan the Scorchpain [power 524] (9/15 cooldown)2.0 Encumbrance T5 totem charm [Rare] Nature While equipped: offense ------ Ignore resists +15% fire defense ------ Resistance +21% darkness +15% blight +30% fire +7% arcane +9% mind Unlife -60.00 life Life +120.00 Blind Resist +20% Pinning Resist +26% Heal yourself and all friendly characters within 10 spaces for 524 Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of healing [power 734] (9/18 cooldown)2.0 Encumbrance T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 734 Puts all charms on 18 turn cooldown Natural totems are made by powerful wilders to store nature power. |
dragonbone wand of shielding 'Jetraze' [power 560] (9/20 cooldown)2.0 Encumbrance T5 wand charm [Rare] Arcane While equipped: Stats +4 Wil offense ------ Spellpower/crit +6 Damage +9% cold Ignore resists +25% darkness defense ------ Defense +20 (+5 eff.) Crit Resistance 15.15% Physical save +18 (+6 eff.) other ------- Max mana +60.00 Create a shield absorbing up to 560 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. |
piercing dragonbone wand of conjuration [power 475] (9/15 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Fire a magical bolt dealing 613 acid damage Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
blazebringer's dragonbone longbow of true flight (Corpses)4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Ego++] Nature/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On-crit, radius 2 +128 fire While equipped: offense ------ Physical Crit +17.0% Global Speed +16% Ignore resists +35% fire Accuracy +20 (+9 eff.) Curse of Corpses Longbows are used to shoot arrows at your foes. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Insane (Roguelike) difficulty)
Buy an item from an AAA.By Anayr the KrukCornac Doomed level 4
11st Retaking 124th year of Ascendancy at 12:25 see stats
Across the Narrow Sea (Insane (Roguelike) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Anayr the KrukCornac Doomed level 12
21st Retaking 124th year of Ascendancy at 05:38 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Anayr the KrukCornac Doomed level 50
32nd Dearth 124th year of Ascendancy at 15:36 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Anayr the KrukCornac Doomed level 50
35th Dearth 124th year of Ascendancy at 15:56 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Anayr the KrukCornac Doomed level 50
49th Loss 124th year of Ascendancy at 02:22 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Anayr the KrukCornac Doomed level 32
28th Revenge 124th year of Ascendancy at 18:16 see stats
Imp'ing Away (Insane (Roguelike) difficulty)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Anayr the KrukCornac Doomed level 50
18th Destruction 124th year of Ascendancy at 08:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Anayr the KrukCornac Doomed level 10
17th Retaking 124th year of Ascendancy at 17:28 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Anayr the KrukCornac Doomed level 20
34th Retaking 124th year of Ascendancy at 10:21 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Anayr the KrukCornac Doomed level 30
2nd Revenge 124th year of Ascendancy at 15:10 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Anayr the KrukCornac Doomed level 40
14th Pain 124th year of Ascendancy at 13:23 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Anayr the KrukCornac Doomed level 50
37th Pain 124th year of Ascendancy at 12:01 see stats
Once Upon A Time, In the West... (Insane (Roguelike) difficulty)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Anayr the KrukCornac Doomed level 50
39th Loss 124th year of Ascendancy at 10:38 see stats
One Ill Turn Deserves Another (Insane (Roguelike) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Anayr the KrukCornac Doomed level 50
51st Loss 124th year of Ascendancy at 18:23 see stats
Reclaiming Garkul's Heritage (Insane (Roguelike) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Anayr the KrukCornac Doomed level 39
14th Pain 124th year of Ascendancy at 13:23 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Anayr the KrukCornac Doomed level 50
39th Pain 124th year of Ascendancy at 07:12 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Anayr the KrukCornac Doomed level 27
1st Revenge 124th year of Ascendancy at 09:26 see stats
The Dead God Rests (Insane (Roguelike) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Anayr the KrukCornac Doomed level 50
17th Destruction 124th year of Ascendancy at 07:17 see stats
The High Lady's Destiny (Finale) (Insane (Roguelike) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Anayr the KrukCornac Doomed level 44
23rd Pain 124th year of Ascendancy at 09:26 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By Anayr the KrukCornac Doomed level 50
10th Dearth 124th year of Ascendancy at 17:20 see stats
This will make a big Omelette! (Insane (Roguelike) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Anayr the KrukCornac Doomed level 28
1st Revenge 124th year of Ascendancy at 18:31 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Anayr the KrukCornac Doomed level 50
39th Pain 124th year of Ascendancy at 02:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Anayr the KrukCornac Doomed level 16
30th Retaking 124th year of Ascendancy at 19:29 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Anayr the KrukCornac Doomed level 50
9th Destruction 124th year of Ascendancy at 19:45 see stats
Log
You can not use objects while sleeping!
You can not use objects while sleeping!
You can not use objects while sleeping!
You can not use objects while sleeping!
Shadow casts Shadow Flames.
Gloryra the dreaming horror converts some damage to Psi!
Gloryra the dreaming horror mentally dismisses some damage!
Shadow hits Gloryra the dreaming horror for (65 deflected), (33 dismissed), 8 to psi, 11 fire (19 total damage).
Gloryra the dreaming horror hits Shadow for 16 mind damage.
Gloryra the dreaming horror uses Distortion Wave.
Gloryra the dreaming horror's mind surges with critical power!
Shadow casts Fade.
Shadow fades!
Shadow is knocked back!
Anayr become impervious to physical effects.
Anayr harrows shadow!
You have deflected 76 incoming damage!
Anayr resists the knockback!
Poison bursts out of Terror's corpse!
Gloryra the dreaming horror hits Shadow for 0 physical damage.
Gloryra the dreaming horror hits Anayr for (76 deflected), 1691 physical (1691 total damage).
Gloryra the dreaming horror hits Terror for 3570 physical damage.
Curse of Nightmares hits Shadow for 113 mind, 43 darkness (156 total damage).
Anayr the level 50 krukcornac doomed was impaled to death by Gloryra the dreaming horror on level 78 of Infinite Dungeon.
Anayr is no longer sleeping.
The air around Anayr grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
You carry too much--you are encumbered!
Drop some of your items.
Quest 'Infinite Dungeon Challenge (Level 78): Dream Hunter' is failed! (Press 'j' to see the quest log)
























































































































































































