Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Embers With All Races 1.4.4Adds 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). Items Vault 1.3.0Donators/Buyers bonus! Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Infinite500 v2.5f: Revised high level play for ToME 1.4.2Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Ashes of Urh'Rok 1.4.0Official 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:
Embers of Rage 1.4.4Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Kruk Ogre |
| Class | Sun Paladin |
| Level / Exp | 115 / 41% |
| Size | big |
| Lifes / Deaths | Killed by Arolratha the ice wyrm at level 109 on the 47th Retaking 125th year of Ascendancy at 07:17 / 2Killed by Eilinobeth the gwelgoroth at level 115 on the 6th Revenge 125th year of Ascendancy at 23:04 |
Primary Stats
| Strength | 181 (base 125) |
| Dexterity | 243 (base 125) |
| Constitution | 165 (base 38) |
| Magic | 246 (base 125) |
| Willpower | 140 (base 12) |
| Cunning | 164 (base 14) |
Resources
| Mana | 804/1434 |
| Equilibrium | 0 |
| Life | -158/5221 |
| Positive | 251/392 |
| Stamina | 487/767 |
| Paradox | 300 |
| Healing Factor | 0.99999999999995 |
| Regeneration | 11.749999999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 13 |
| Lite | 17 |
| Infravision | 15 |
| See Stealth | 34.999999999998 |
| See Invisible | 34.999999999999 |
| ESP Range | 30 |
| ESP Kinds | animal/canine, humanoid, giant |
Offense: Mainhand
| Damage | 575 |
| Accuracy | 100 |
| Crit Chance | 90% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 86 |
| Crit Chance | 76% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| All | +30% |
Defense: Base
| Armour (hardiness) | 70 (50%) |
| Defense | 76 |
| Ranged Defense | 81 |
| Fatigue | 1 |
| Physical Save | 87 |
| Spell Save | 85 |
| Mental Save | 81 |
Defense: Resistances
| All | + 35%( 84%) |
Defense: Immunities
| Stun Resistance | 49% |
| Confusion Resistance | 0% |
| Poison Resistance | 80% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 70% |
| Teleport Resistance | 100% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1155 damage for 8 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 846 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 377% efficiency and cooldown mod of 68%. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 324% efficiency and cooldown mod of 54%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 281 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 10/5 |
| 5/5 |
| 11/5 |
| 11/5 |
| Celestial / Guardian | 1.30 |
| 3/5 |
| 11/5 |
| 5/5 |
| 4/5 |
| Celestial / Crusader | 1.30 |
| 11/5 |
| 2/5 |
| 9/5 |
| 4/5 |
| Celestial / Sun | 1.40 |
| 3/5 |
| 2/5 |
| 11/5 |
| 10/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 10/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 10/5 |
| 3/5 |
| 7/5 |
| 11/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Chronomancy | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Divination | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Conditioning | 0.80 |
| 1/5 |
| 7/5 |
| 1/5 |
| 0/5 |
| Technique / Field control | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.0)Penalty : Fractured Sanity: -1% Mind Resistance, -2% Confusion Immunity Power 1+: Unleashed: +3% critical damage, +4% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -2 Luck, +5 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 10 air and an additional 5 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -2 Luck, +3 Strength, +3 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +6 Defense, +3 Ranged Defense Power 2+: -2 Luck, +5 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | All stats increased by 90. Pain Enhancement System |
| detrimental effect | The target is in the center of a lightning hurricane, doing 142.95 to 428.86 lightning damage to itself and others around every turn. Hurricane |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +10% Max Darkness Resistance, +10 See Invisible Power 2+: -3 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% 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 15% for 3 turns. |
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. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 | Unbreakable Greaves (Shrouds) (8 def, 20 armour) Unbreakable Greaves (Shrouds) (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Stealth bonus: +0 Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% Curse of Shrouds These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Quiver | Shockspire (Misfortune) (22/22, 166% power, 24 apr) Shockspire (Misfortune) (22/22, 166% power, 24 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Physical crit. chance: +3.0% Capacity: 22 On weapon hit: * 20% chance to curse the target * 10% chance to knock the target back * 10% chance to stun, blind, pin, or confuse the target Travel speed: +100% Damage (Ranged): +8 lightning / +70 physical / +20 darkness / +19 blight / +17 temporal Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +12 lightning When wielded/worn: Ammo reloads per turn: +3 Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
| Light source | bright dwarven lantern of the sun (Nightmares) bright dwarven lantern of the sun (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +10% darkness Changes damage: +34% light Damage affinity(heal): +5% light Light radius: +16 See stealth: +10 Curse of Nightmares It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.3 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 114.37 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steam Powered Helm (Corpses) (3 def, 12 armour) Steam Powered Helm (Corpses) (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses A Helmet. But with steam power! |
| On hands | voratun gauntlets of dispersion (Corpses) (0 def, 3 armour) voratun gauntlets of dispersion (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 arcane Changes stats: +5 Wil / +7 Mag Changes resistances: +7% arcane Talent granted: +5 Iron Grip Disarm immunity: +100% When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +15 arcane Curse of Corpses It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | telekinetic voratun torque of psychoportation (Nightmares) [power 66] (1/30 cooldown) telekinetic voratun torque of psychoportation (Nightmares) [power 66] (1/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast Curse of Nightmares It can be used to teleport randomly (rad 66), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Ring of Lost Love (Shrouds) Ring of Lost Love (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. Curse of Shrouds 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" |
| On fingers | voratun ring 'Huchik' (Misfortune) voratun ring 'Huchik' (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Changes stats: +8 Mag / +7 Wil / +14 Cun Changes resistances: +6% acid / +1% physical / +6% mind Critical mult.: +20.00% Physical save: +20 (+4 eff.) Mental save: +37 (+7 eff.) Poison immunity: +10% Disease immunity: +10% Mana each turn: +0.16 Vim when firing critical spell: +3.00 Spellpower: +30 (+5 eff.) Mindpower: +30 (+6 eff.) Curse of Misfortune Rings can have magical properties. |
| Around neck | Willowking (Corpses) Willowking (Corpses)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +14 Defense: +24 (+6 eff.) Fatigue: -15% Changes stats: +10 Dex / +1 Mag / +8 Cun / +10 Con Changes resistances cap: +14% all Changes resistances penetration: +15% nature Changes damage: +3% temporal Physical save: +53 (+11 eff.) Spell save: +6 (+2 eff.) Life regen: +1.50 Stamina each turn: +2.10 Mana each turn: +0.28 Mana when firing critical spell: +2.00 Movement speed: +10% Curse of Corpses Amulets can have magical properties. |
| In main hand | Khulmanar's Wrath (Misfortune) (182% power, 8 apr) Khulmanar's Wrath (Misfortune) (182% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 118 damage Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire Critical mult.: +15.00% The wearer is treated as a demon. Curse of Misfortune It can be used to activate talent Infernal Breath (costing 35 power out of 29/35) : Effective talent level: 3.0 Power cost: 35 out of 29/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 444.69 fire damage, and flames will be left dealing a further 104.31 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
| Around waist | skylord's drakeskin leather belt of burglary (Nightmares) skylord's drakeskin leather belt of burglary (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -20% Changes stats: +7 Str / +13 Dex / +7 Wil / +13 Cun / +9 Lck Trap disarming bonus: +26 Stealth bonus: +12 Maximum encumbrance: +50 Physical save: +20 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+4 eff.) Infravision radius: +6 Curse of Nightmares A belt that goes around your waist. |
| In off hand | Glitterblack the voratun shield (Shrouds) (12 def, 3 armour, 100% power, 182 block) Glitterblack the voratun shield (Shrouds) (12 def, 3 armour, 100% power, 182 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 175% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +182 On weapon hit: * 45% chance to blind * reduce the cooldown of your ward talent by 1 Damage (Melee): +8 fire Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +4 light When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +27% cold / +19% mind / +15% fire Maximum wards: +6 lightning / +6 temporal / +5 blight / +6 fire / +5 cold Talents granted: +5 Block +1 Ward Light radius: +1 Curse of Shrouds Handheld deflection devices. |
| Cloak | Fogrot (Madness) (3 def, 6 armour) Fogrot (Madness) (3 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +6 Str / +4 Mag / +4 Wil / +5 Con Changes resistances: +3% acid / +21% darkness / +3% fire / +15% cold / +30% lightning Changes resistances penetration: +40% darkness Changes damage: +25% darkness Critical mult.: +10.00% Stealth bonus: +25 Physical save: +14 (+3 eff.) Spell save: +52 (+11 eff.) Mental save: +47 (+9 eff.) Blindness immunity: +15% Stun/Freeze immunity: +50% Maximum life: +110.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Molten Skin (Shrouds) (15 def, 12 armour) Molten Skin (Shrouds) (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Celestial / Sunlight +0.10 Spell / Wildfire +0.10 Spell / Fire Critical mult.: +20.00% Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +10% Curse of Shrouds It can be used to activate talent Blastwave (costing 12 power out of 16/16) : Effective talent level: 4.4 Power cost: 12 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 314.58 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
medical injector implant (efficiency 91% / cooldown 63%) medical injector implant (efficiency 91% / cooldown 63%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 91% efficiency and cooldown mod of 63%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 160% / cooldown 65%) medical injector implant (efficiency 160% / cooldown 65%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 160% efficiency and cooldown mod of 65%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 90% / cooldown 95%) medical injector implant (efficiency 90% / cooldown 95%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 90% efficiency and cooldown mod of 95%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 352% / cooldown 55%) medical injector implant of the sneak (efficiency 352% / cooldown 55%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 352% efficiency and cooldown mod of 55%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 331% / cooldown 67%) medical injector implant of the sneak (efficiency 331% / cooldown 67%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 331% efficiency and cooldown mod of 67%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 381% / cooldown 79%) medical injector implant of the warrior (efficiency 381% / cooldown 79%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 381% efficiency and cooldown mod of 79%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 33%; cure magical, physical, mental) Primal Infusion (affinity 33%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 33% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the wizard (heal 912) healing infusion of the wizard (heal 912)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 912 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 7 turns, die at -204) heroism infusion (+5 for 7 turns, die at -204)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 7 turns. While Heroism is active, you will only die when reaching -204 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (59 nature damage, 62% healing reduction) insidious poison infusion (59 nature damage, 62% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 59.06 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (300% speed; 4 turns) movement infusion (300% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1474% speed; 6 turns) movement infusion of the wizard (1474% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1474% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 1402 over 5 turns) regeneration infusion of the duelist (heal 1402 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1402 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 921 over 5 turns) regeneration infusion of the warrior (heal 921 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 921 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 39%; cure physical) wild infusion of the sneak (resist 39%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
heat beam rune of the wizard (1189 fire damage) heat beam rune of the wizard (1189 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 1189.86 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the duelist (1238 lightning damage) lightning rune of the duelist (1238 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 412.69 to 1238.07 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (769 lightning damage) lightning rune of the warrior (769 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 256.59 to 769.76 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the wizard (1006 lightning damage) lightning rune of the wizard (1006 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 335.37 to 1006.10 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (2966% regen over 10 turns; 148 instant mana) manasurge rune of the wizard (2966% regen over 10 turns; 148 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2966% for 10 turns and instantly restoring 148 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 1213 for 4 turns) shielding rune of the duelist (absorb 1213 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 1213 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 1092 for 5 turns) shielding rune of the sneak (absorb 1092 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 1092 damage for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 1158 for 4 turns) shielding rune of the wizard (absorb 1158 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 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 1158 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 297) teleportation rune of the psychic (range 297)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 297 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 384) teleportation rune of the wizard (range 384)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 384 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Emelugaba (Shrouds) Emelugaba (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% mind / +18% temporal Grants telepathy: Dragon Demon/Major Demon/Minor Talent mastery: +0.40 Celestial / Radiance Spell save: +12 (+3 eff.) Confusion immunity: +21% Pinning immunity: +45% Knockback immunity: +31% Mana when firing critical spell: +4.00 Curse of Shrouds Amulets can have magical properties. |
Frost Lord's Chain (Nightmares) Frost Lord's Chain (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Nightmares This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Gardanion, the Light of God (Madness) Gardanion, the Light of God (Madness)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+4 eff.) Spellpower: +40 (+6 eff.) Mindpower: +40 (+8 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+8 eff.) Curse of Madness "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." |
Obsidianscar the stralite amulet (Shrouds) Obsidianscar the stralite amulet (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 mind Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +9% darkness / +15% mind Talent mastery: +0.34 Technique / Combat techniques Curse of Shrouds Amulets can have magical properties. |
The Black Core (Nightmares) The Black Core (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +0 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Nightmares "Lock your soul away, and death will never reach you." |
enraging voratun amulet (Madness) enraging voratun amulet (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +8% physical Combat speed: +10% Curse of Madness Amulets can have magical properties. |
enraging voratun amulet of murder (Misfortune) enraging voratun amulet of murder (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Changes damage: +9% physical Critical mult.: +17.00% Combat speed: +10% Curse of Misfortune Amulets can have magical properties. |
restful steel amulet of dexterity (+3) (Shrouds) restful steel amulet of dexterity (+3) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +3 Dex Life regen: +1.10 Curse of Shrouds Amulets can have magical properties. |
savior's steel amulet of strength (+3) (Shrouds) savior's steel amulet of strength (+3) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Physical save: +10 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +10 (+2 eff.) Curse of Shrouds Amulets can have magical properties. |
savior's voratun amulet of magic (+10) (Madness) savior's voratun amulet of magic (+10) (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Mag Physical save: +25 (+5 eff.) Spell save: +25 (+5 eff.) Mental save: +22 (+4 eff.) Curse of Madness Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. serendipitous stralite amulet (Misfortune)serendipitous stralite amulet (Misfortune) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +17 Lck Reduce all damage from unseen attackers: 18% Curse of Misfortune Amulets can have magical properties. |
starlit stralite amulet of perfection (0.34 Steamtech / Chemistry,0.34 Chronomancy / Chronomancy) (Shrouds) starlit stralite amulet of perfection (0.34 Steamtech / Chemistry,0.34 Chronomancy / Chronomancy) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +24% light / +26% darkness Talent masteries: +0.34 Chronomancy / Chronomancy +0.34 Steamtech / Chemistry Blindness immunity: +44% Curse of Shrouds Amulets can have magical properties. |
stralite amulet of perfection (0.29 Steamtech / Physics,0.29 Celestial / Light) (Misfortune) stralite amulet of perfection (0.29 Steamtech / Physics,0.29 Celestial / Light) (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.29 Steamtech / Physics +0.29 Celestial / Light Curse of Misfortune Amulets can have magical properties. |
voratun amulet 'Aduta' (Madness) voratun amulet 'Aduta' (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +7 Defense: +8 (+2 eff.) Fatigue: -4% Changes stats: +2 Dex Changes resistances cap: +5% all Physical save: +19 (+4 eff.) Stamina each turn: +0.20 Healing mod.: +10% Curse of Madness Amulets can have magical properties. |
voratun amulet (Shrouds) voratun amulet (Shrouds)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Shrouds Amulets can have magical properties. |
wanderer's voratun amulet (Madness) wanderer's voratun amulet (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +10 Con Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Curse of Madness Amulets can have magical properties. |
wanderer's voratun amulet of cunning (+9) (Misfortune) wanderer's voratun amulet of cunning (+9) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +9 Dex / +14 Cun / +7 Con Life regen: +1.10 Stamina each turn: +0.90 Movement speed: +10% Curse of Misfortune Amulets can have magical properties. |
warmaker's voratun amulet (Madness) warmaker's voratun amulet (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +7 Dex / +5 Wil Curse of Madness Amulets can have magical properties. |
warrior's voratun amulet of perfection (0.40 Technique / Two-handed assault,0.40 Chronomancy / Chronomancy) (Madness) warrior's voratun amulet of perfection (0.40 Technique / Two-handed assault,0.40 Chronomancy / Chronomancy) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +14% physical Talent masteries: +0.40 Chronomancy / Chronomancy +0.40 Technique / Two-handed assault Stamina each turn: +0.80 Curse of Madness Amulets can have magical properties. |
Eilinara the Helltouch (Shrouds) Eilinara the Helltouch (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +32% acid / +3% fire Changes resistances penetration: +10% mind / +5% fire Changes damage: +16% acid / +27% mind Curse of Shrouds Rings can have magical properties. |
Eilinywe (Madness) Eilinywe (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 4 arcane Changes stats: +2 Mag Changes damage: +3% blight Maximum encumbrance: +36 Stamina each turn: +0.60 Maximum life: +40.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Madness Rings can have magical properties. |
Elemental Fury (Misfortune) Elemental Fury (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Misfortune This ring shines with many colors. |
Glory of the Pride (Misfortune) Glory of the Pride (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Misfortune The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Layywen (Nightmares) Layywen (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to blind Effects on ranged hit: * 15% chance to blind Changes stats: +3 Cun / +3 Mag Changes resistances penetration: +10% mind Critical mult.: +10.00% Mental save: +7 (+1 eff.) Confusion immunity: +21% Spellpower: +7 (+1 eff.) Curse of Nightmares Rings can have magical properties. |
Ring of the War Master (Nightmares) Ring of the War Master (Nightmares)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Finishing moves +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Technique / Superiority +0.30 Technique / Grappling +0.30 Technique / Dual weapons Curse of Nightmares A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Vorydhevena the Arcstreak (Misfortune) Vorydhevena the Arcstreak (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Fatigue: -10% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 60% Damage when hit (Melee): 4 acid / 8 lightning Changes stats: +9 Str / +10 Con Changes resistances: +9% darkness / +9% blight / +12% fire / +3% nature / +6% light Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Maximum encumbrance: +39 Life regen: +2.00 Maximum life: +100.00 See invisible: +6 Healing mod.: +30% Curse of Misfortune Rings can have magical properties. |
Weepwhisper (Misfortune) Weepwhisper (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +8% arcane / +3% cold / +6% darkness / +9% nature Reduces incoming crit damage: 10.00% Disease immunity: +15% Disarm immunity: +15% Stun/Freeze immunity: +50% Life regen: +4.80 Mindpower: +4 (+1 eff.) Curse of Misfortune Rings can have magical properties. |
conjurer's gold ring of arcana(+0.12/turn) (Corpses) conjurer's gold ring of arcana(+0.12/turn) (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +5 Mag Silence immunity: +33% Mana each turn: +0.12 Spellpower: +6 (+1 eff.) Curse of Corpses Rings can have magical properties. |
gladiator's gold ring (Madness) gladiator's gold ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +6 Str / +6 Con Curse of Madness Rings can have magical properties. |
gladiator's gold ring of life (Shrouds) gladiator's gold ring of life (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +6 Str / +6 Con Life regen: +0.80 Maximum life: +60.00 Healing mod.: +15% Curse of Shrouds Rings can have magical properties. |
gladiator's stralite ring of life (Shrouds) gladiator's stralite ring of life (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +7 Str / +8 Con Life regen: +1.50 Maximum life: +51.00 Healing mod.: +18% Curse of Shrouds Rings can have magical properties. |
gladiator's voratun ring of blinding strikes (Shrouds) gladiator's voratun ring of blinding strikes (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +10 Str / +10 Con Curse of Shrouds Rings can have magical properties. |
marksman's voratun ring of light (+40%) (Nightmares) marksman's voratun ring of light (+40%) (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Changes stats: +8 Dex Changes resistances: +40% light Changes damage: +20% light Curse of Nightmares Rings can have magical properties. |
painweaver's stralite ring of speed (Nightmares) painweaver's stralite ring of speed (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +17 (+2 eff.) Defense: +13 (+3 eff.) Changes damage: +8% all Spellpower: +15 (+2 eff.) Mindpower: +17 (+4 eff.) Movement speed: +22% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
psionicist's gold ring of power (Corpses) psionicist's gold ring of power (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Wil Mental save: +6 (+1 eff.) Spellpower: +7 (+1 eff.) Mindpower: +5 (+1 eff.) Curse of Corpses Rings can have magical properties. |
sneakthief's stralite ring of life (Misfortune) sneakthief's stralite ring of life (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Changes stats: +5 Cun / +6 Dex Life regen: +0.90 Maximum life: +64.00 Healing mod.: +18% Curse of Misfortune Rings can have magical properties. |
sneakthief's voratun ring of speed (Corpses) sneakthief's voratun ring of speed (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +27 (+4 eff.) Defense: +15 (+4 eff.) Changes stats: +10 Cun / +10 Dex Movement speed: +25% Activating this item is instant. Curse of Corpses It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 24% for 5 turns. Rings can have magical properties. |
warrior's gold ring of nature (+28%) (Shrouds) warrior's gold ring of nature (+28%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +28% nature Changes damage: +14% nature Curse of Shrouds Rings can have magical properties. |
Kilnquench (Madness) (184% power, 7 apr) Kilnquench (Madness) (184% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 184% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +8 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Armour penetration: +19 Physical crit. chance: +22.0% Effects on melee hit: * 30% chance to blind Changes resistances: +9% light Changes resistances penetration: +30% physical Changes damage: +21% physical / +9% fire Life regen: +0.60 Curse of Madness Massive two-handed battleaxes. |
arcing dwarven-steel battleaxe of erosion (Corpses) (135% power, 2 apr) arcing dwarven-steel battleaxe of erosion (Corpses) (135% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 135% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +7 temporal / +13 nature Curse of Corpses Massive two-handed battleaxes. |
Shantiz the Stormblade (Madness) (111% power, 20 apr) Shantiz the Stormblade (Madness) (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stats: 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Madness This surreal dagger crackles with the intensity of a vicious storm. |
Blighted Maul (Misfortune) (204% power, 22 apr) Blighted Maul (Misfortune) (204% power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 204% Range: 1.5x Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 363.95 to 1091.85 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Misfortune It can be used to knock away other craatures within radius 4), dealing 968.60 to 1937.20 physical damage (based on Strength) to each, costing 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. |
Poroldathra the Kindlemortal (Misfortune) (177% power, 4 apr) Poroldathra the Kindlemortal (Misfortune) (177% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 177% Range: 1.5x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind * Random elemental explosion Burst (radius 2) on crit: +8 mind When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Str / +1 Dex Changes resistances: +9% cold / +9% mind / +6% fire Changes resistances penetration: +19% acid / +24% fire / +24% cold / +24% lightning Changes damage: +6% mind Cut immunity: +10% Silence immunity: +15% Stun/Freeze immunity: +15% Curse of Misfortune Massive two-handed mauls. |
Tirakai's Maul (Shrouds) (180% power, 15 apr) Tirakai's Maul (Shrouds) (180% power, 15 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.3x Uses stats: 60% Mag, 120% Str Damage type: Cold Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +14.0% Attack speed: 100% Burst (radius 2) on crit: +60 ice When wielded/worn: Armour: +5 Changes stats: +10 Dex / +10 Mag / +10 Cun Changes resistances: +5% all Changes damage: +20% cold Pearl: Cold Curse of Shrouds It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Champion's Will (Misfortune) (179% power, 22 apr) Champion's Will (Misfortune) (179% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 20% Con, 50% Mag, 114% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 145 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Critical mult.: +0.00% Increases the damage of Sun Beam by 15%. Curse of Misfortune It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Golden Three-Edged Sword 'The Truth' (Misfortune) (160% power, 9 apr) Golden Three-Edged Sword 'The Truth' (Misfortune) (160% power, 9 apr)Requires: - Willpower 18 - Strength 18 - Cunning 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 50% Mag, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Misfortune The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Dawn's Blade (Nightmares) (161% power, 7 apr) Dawn's Blade (Nightmares) (161% power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Power: 161% Range: 1.4x Uses stats: 75% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 Curse of Nightmares It can be used to invoke dawn, inflicting 958.23 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 35 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Legacy of the Naloren (Nightmares) (194% power, 20 apr) Legacy of the Naloren (Nightmares) (194% power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Power: 194% Range: 1.4x Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Psionic / Psychic Assault +0.30 Technique / Combat training Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +2 Curse of Nightmares It can be used to activate talent Implode (costing 40 power out of 60/60) : Effective talent level: 2.0 Power cost: 40 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 3 turns and dealing 121.8 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
This item will automatically be transmogrified when you leave the level. quick orichalcum trident of ruin (Misfortune) (164% power, 16 apr)quick orichalcum trident of ruin (Misfortune) (164% power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 164% Range: 1.6x Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +21 Physical crit. chance: +13.0% Changes stats: +9 Dex Critical mult.: +28.00% Curse of Misfortune A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blazesnake the drakeskin leather belt (Misfortune) Blazesnake the drakeskin leather belt (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Fatigue: +0% Damage when hit (Melee): 12 lightning Changes stats: +3 Dex Changes resistances: +10% acid / +2% physical / +25% fire / +10% lightning / +22% cold Changes resistances penetration: +25% blight Critical mult.: +11.00% Maximum encumbrance: +0 Spell save: +40 (+8 eff.) Stamina each turn: +0.40 Mana when firing critical spell: +3.00 Maximum mana: +60.00 Curse of Misfortune A belt that goes around your waist. |
Rope Belt of the Thaloren (Madness) Rope Belt of the Thaloren (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) Curse of Madness The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
drakeskin leather belt 'Flashbreacher' (Nightmares) drakeskin leather belt 'Flashbreacher' (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+4 eff.) Fatigue: +0% Changes stats: +4 Dex / +5 Wil Changes resistances: +9% fire Changes resistances penetration: +5% fire Reduced damage from: +45% Summoned Reduces incoming crit damage: 10.00% Maximum encumbrance: +0 Physical save: +23 (+5 eff.) Spell save: +9 (+2 eff.) Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +58.00 Maximum hate: +19.00 Maximum psi: +39.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +4% Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Reduces paradox anomalies(equivalent to willpower): +20 Curse of Nightmares A belt that goes around your waist. |
insulating hardened leather belt of recklessness (Corpses) insulating hardened leather belt of recklessness (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Changes resistances: +7% cold / +6% fire Critical mult.: +8.00% Curse of Corpses A belt that goes around your waist. |
noble's hardened leather belt of unlife (Shrouds) noble's hardened leather belt of unlife (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% blight Reduced damage from: +23% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds A belt that goes around your waist. |
skylord's drakeskin leather belt (Misfortune) skylord's drakeskin leather belt (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Str / +4 Dex / +5 Wil / +5 Cun Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +17 (+3 eff.) Curse of Misfortune A belt that goes around your waist. |
skylord's drakeskin leather belt of the vagrant (Nightmares) skylord's drakeskin leather belt of the vagrant (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +0% Changes stats: +7 Str / +5 Dex / +4 Wil / +4 Cun / +4 Con Maximum encumbrance: +0 Physical save: +18 (+4 eff.) Spell save: +17 (+4 eff.) Mental save: +27 (+5 eff.) Mindpower: +8 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
spiritwalker's hardened leather belt of magery (Shrouds) spiritwalker's hardened leather belt of magery (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Mag / +4 Wil Mana each turn: +0.24 Maximum mana: +24.00 Spell crit. chance: +4% Curse of Shrouds A belt that goes around your waist. |
Aeryra (Shrouds) (3 def, 0 armour) Aeryra (Shrouds) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Str / +12 Mag / +14 Wil / +4 Con Changes resistances penetration: +5% mind Changes damage: +9% blight Spell save: +36 (+8 eff.) Vim when firing critical spell: +3.00 Maximum mana: +125.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (Misfortune) (10 def, 0 armour) Cloth of Dreams (Misfortune) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 67 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 80% 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. |
Ethereal Embrace (Misfortune) (10 def, 0 armour) Ethereal Embrace (Misfortune) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power Curse of Misfortune It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 166.77 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Frozen Shroud (Corpses) (12 def, 0 armour) Frozen Shroud (Corpses) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +0% lightning / +25% cold / -15% fire / +8% all Stun/Freeze immunity: +0% Curse of Corpses It can be used to release a radius 4 chilling blast, instantly dealing 1056.90 cold damage and condensing the air into freezing vapors that deal 352.30 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Ureslak's Molted Scales (Misfortune) (0 def, 0 armour) Ureslak's Molted Scales (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% nature / +20% cold / -30% arcane / +20% fire Changes resistances cap: +5% lightning / +5% darkness / +5% nature / +5% cold / -30% arcane / +5% fire Curse of Misfortune This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Yeti-fur Cloak (Madness) (9 def, 2 armour) Yeti-fur Cloak (Madness) (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +2 Defense: +9 (+2 eff.) Changes resistances: +15% cold Physical save: +10 (+2 eff.) Curse of Madness This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
This item will automatically be transmogrified when you leave the level. battlemaster's elven-silk cloak of Iron Throne (Madness) (3 def, 0 armour)battlemaster's elven-silk cloak of Iron Throne (Madness) (3 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Str / +5 Dex / +10 Con Talent mastery: +0.40 Technique / Combat training Spell save: -30 (-6 eff.) Stamina each turn: +1.50 Mana each turn: -0.50 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of sorcery (Madness) (3 def, 0 armour) battlemaster's elven-silk cloak of sorcery (Madness) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Con Changes resistances: +0% lightning Talent mastery: +0.20 Technique / Combat training Spell save: -24 (-4 eff.) Stun/Freeze immunity: +0% Stamina each turn: +1.50 Mana each turn: -0.60 Spell crit. chance: +7% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Urthyruirab' (Corpses) (3 def, 0 armour) elven-silk cloak 'Urthyruirab' (Corpses) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +3 (+1 eff.) Damage when hit (Melee): 8 physical Changes stats: +4 Dex / +3 Mag / +4 Cun / +4 Con Changes resistances penetration: +25% physical Life regen: +0.40 Stamina each turn: +0.40 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +3 Infravision radius: +4 Damage Shield penetration: +40% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (Misfortune) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Misfortune) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Anti-Gravity Boots (Madness) (8 def, 8 armour) Anti-Gravity Boots (Madness) (8 def, 8 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Stealth bonus: +0 Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 4% chance to fail to operate properly (reduced by Cunning). Curse of Madness It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (243 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (404 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 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. |
Fulomasta the Morbusrune (Madness) (0 def, 5 armour) Fulomasta the Morbusrune (Madness) (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * Slows global speed by 60% Damage when hit (Melee): 8 nature Changes stats: +6 Wil / +6 Con Changes resistances: +3% nature / +6% darkness Changes resistances penetration: +5% physical / +15% temporal / +15% darkness / +20% nature Changes damage: +3% temporal Mindpower: +9 (+2 eff.) Curse of Madness It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 39 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shifting Boots (Misfortune) (7 def, 1 armour) Shifting Boots (Misfortune) (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal Curse of Misfortune It can be used to blink to a nearby random location within range 22 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Steam Powered Boots (Corpses) (8 def, 15 armour) Steam Powered Boots (Corpses) (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Stealth bonus: +0 Pinning immunity: +50% Generate 3 steam each time you walk. Curse of Corpses Boots. But with steam power! |
Wanderer's Rest (Shrouds) (4 def, 0 armour) Wanderer's Rest (Shrouds) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Shrouds It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
blood-soaked pair of hardened leather boots of spellbinding (Shrouds) (0 def, 3 armour) blood-soaked pair of hardened leather boots of spellbinding (Shrouds) (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Mag Spell save: +2 (+1 eff.) Lowers spell cool-downs by: 10% Curse of Shrouds A pair of boots made of leather. |
pair of dwarven-steel boots of spellbinding (Nightmares) (0 def, 4 armour) pair of dwarven-steel boots of spellbinding (Nightmares) (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Mag Spell save: +1 (+1 eff.) Lowers spell cool-downs by: 10% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of voratun boots of spellbinding (Nightmares) (0 def, 10 armour) reinforced pair of voratun boots of spellbinding (Nightmares) (0 def, 10 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +6 Mag Changes resistances: +15% acid / +15% fire / +14% cold / +13% lightning Spell save: +8 (+2 eff.) Lowers spell cool-downs by: 10% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (Corpses) (6 def, 8 armour) Spellhunt Remnants (Corpses) (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+3 eff.) Disarm immunity: +0% Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence Curse of Corpses It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 218.40 arcane damage and stunned), costing 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Steam Powered Gauntlets (Corpses) (0 def, 12 armour) Steam Powered Gauntlets (Corpses) (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% Curse of Corpses Gauntlets. But with steam power! |
Storm Bringer's Gauntlets (Corpses) (0 def, 3 armour) Storm Bringer's Gauntlets (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning Curse of Corpses It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 92.65 to 277.96 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Will of Ul'Gruth (Corpses) (0 def, 15 armour) Will of Ul'Gruth (Corpses) (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Str, 40% Dex, 60% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. Curse of Corpses It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
alchemist's hardened leather gloves of sorrow (Nightmares) (0 def, 2 armour) alchemist's hardened leather gloves of sorrow (Nightmares) (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 5 acid / 10 darkness / 5 fire / 5 cold / 14 mind / 6 lightning Changes stats: +3 Wil / +3 Mag Mental save: -12 (-3 eff.) Mindpower: +6 (+1 eff.) When used to modify unarmed attacks: Power: 118% Range: 1.1x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). Damage (Melee): +7 ice / +8 fire / +12 lightning / +13 acid Curse of Nightmares It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's voratun gauntlets of dispersion (Madness) (0 def, 3 armour) alchemist's voratun gauntlets of dispersion (Madness) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 10 acid / 10 lightning / 8 cold / 16 arcane / 10 fire Changes stats: +15 Wil / +15 Mag Changes resistances: +10% arcane When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +14 ice / +29 lightning / +28 fire / +19 arcane / +24 acid Curse of Madness It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Blackslicer' (Misfortune) (0 def, 7 armour) dwarven-steel gauntlets 'Blackslicer' (Misfortune) (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +8 (+1 eff.) Maximum life: +43.00 Light radius: +1 When used to modify unarmed attacks: Power: 133% Range: 1.4x Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +4 darkness Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Offalstone' (Shrouds) (0 def, 3 armour) voratun gauntlets 'Offalstone' (Shrouds) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * Slows global speed by 60% Damage (Melee): 15 acid Changes stats: +5 Str / +15 Dex / +14 Cun Changes resistances: +19% acid / +6% blight / +6% fire / +10% arcane / +3% nature Changes damage: +11% acid Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+3 eff.) Mental save: +6 (+1 eff.) Infravision radius: +2 See invisible: +3 Heals friendly targets nearby when you use a nature summon: +30 When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +23 Armour Penetration: +25 Physical crit. chance: +24.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Set Up (10% chance level 5). On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +13 acid Curse of Shrouds It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (Shrouds) (-10 def, 0 armour) Cap of the Undisturbed Mind (Shrouds) (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-1 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-2 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. Curse of Shrouds To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Gemilenor (Misfortune) (0 def, 5 armour) Gemilenor (Misfortune) (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Fatigue: +1% Damage when hit (Melee): 16 physical Changes stats: +10 Str / +10 Dex / +5 Wil / +5 Cun Changes resistances: +16% darkness / +1% physical Changes damage: +15% physical Grants telepathy: All Stamina each turn: +0.40 Maximum hate: +4.00 Mindpower: +6 (+1 eff.) Infravision radius: +8 Curse of Misfortune A cap made of leather. |
Helm of the Dwarven Emperors (Corpses) (0 def, 6 armour) Helm of the Dwarven Emperors (Corpses) (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.3 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 114.37 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
The Cage (Nightmares) (0 def, 0 armour) The Cage (Nightmares) (0 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes resistances: +30% mind / +10% all Changes resistances cap: +30% mind Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Global speed: -25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. You are immune to mental status effects. Curse of Nightmares Nothing will ever reach you again. |
Visage of Nektosh (Misfortune) (4 def, 8 armour) Visage of Nektosh (Misfortune) (4 def, 8 armour)Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Increases your maximum stacks of Death Momentum by 1. Curse of Misfortune You always thought his horns looked kind of stupid, to be honest. |
aegis elven-silk wizard hat of the Brotherhood (Madness) (3 def, 0 armour) aegis elven-silk wizard hat of the Brotherhood (Madness) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Con / +3 Mag Changes damage: +12% arcane Life regen: +2.30 Damage Shield Power: +11% Activating this item is instant. Curse of Madness It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 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. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Glimmerserpent' (Corpses) (3 def, 0 armour) elven-silk wizard hat 'Glimmerserpent' (Corpses) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +22% light / +10% arcane Changes resistances penetration: +15% light Changes damage: +15% acid / +6% physical / +15% light / +15% cold / +15% fire / +23% arcane / +11% lightning Critical mult.: +8.00% Mana each turn: +2.50 Mana when hit: +2.70 Maximum life: +30.00 Maximum mana: +262.00 Maximum stamina: +10.00 Spellpower: +10 (+2 eff.) Curse of Corpses It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 17 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Scale Mail of Kroltar (Corpses) (10 def, 18 armour) Scale Mail of Kroltar (Corpses) (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Corpses It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.3 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 116.83 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Plate of the Blackened Mind (Corpses) (15 def, 40 armour) Plate of the Blackened Mind (Corpses) (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+5 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Confusion immunity: +100% Fear immunity: +100% Life regen: +0.00 Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 Curse of Corpses It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 20 Armour, 30 Defense and your attacks will gain 51% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Revenant (Misfortune) (8 def, 20 armour) Revenant (Misfortune) (8 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Armour Hardiness: +0% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+2 eff.) Poison immunity: +0% Disease immunity: +0% Cut immunity: +0% Silence immunity: +0% Confusion immunity: +45% Pinning immunity: +0% Stun/Freeze immunity: +35% Life regen: +0.00 Status resistances shift over time to match the statuses you are being hit by. Curse of Misfortune The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
enlightening dwarven-steel plate armour of Eyal (Corpses) (5 def, 11 armour) enlightening dwarven-steel plate armour of Eyal (Corpses) (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Armour Hardiness: +0% Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +4 Cun / +3 Wil Mental save: +11 (+2 eff.) Life regen: +1.50 Maximum life: +40.00 Healing mod.: +13% Curse of Corpses A suit of armour made of metal plates. |
fortifying voratun plate armour of the dragon (Misfortune) (9 def, 16 armour) fortifying voratun plate armour of the dragon (Misfortune) (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +13 Str / +13 Con Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +32% Stun/Freeze immunity: +40% Knockback immunity: +40% Maximum life: +100.00 Curse of Misfortune A suit of armour made of metal plates. |
Bethynor the Weepmonster (Nightmares) (12 def, 3 armour, 100% power, 194 block) Bethynor the Weepmonster (Nightmares) (12 def, 3 armour, 100% power, 194 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 177% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 On weapon hit: * 35% chance to daze Damage (Melee): +4 nature When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 23 lightning Changes stats: +5 Mag Changes resistances penetration: +10% nature Changes damage: +9% nature Talent granted: +5 Block Spell save: +16 (+4 eff.) Blindness immunity: +15% Cut immunity: +10% Stun/Freeze immunity: +40% Curse of Nightmares Handheld deflection devices. |
Blackfire Aegis (Shrouds) (8 def, 18 armour, 100% power, 235 block) Blackfire Aegis (Shrouds) (8 def, 18 armour, 100% power, 235 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 169% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+1 eff.) Curse of Shrouds This rugged stone shield flickers with bursts of pitch black flame. |
corrosive dwarven-steel shield of crushing (Corpses) (8 def, 2 armour, 100% power, 83.5 block) corrosive dwarven-steel shield of crushing (Corpses) (8 def, 2 armour, 100% power, 83.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 144% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +83 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 acid When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Effects when hit in melee: * 12% chance to corrode armour Changes stats: +3 Con Changes resistances: +15% acid Talent granted: +3 Block Curse of Corpses Handheld deflection devices. |
steel shield of lightning resistance (+17%) (Misfortune) (6 def, 2 armour, 100% power, 41.5 block) steel shield of lightning resistance (+17%) (Misfortune) (6 def, 2 armour, 100% power, 41.5 block)Requires: - Strength 16 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 108% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +41 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +17% lightning Talent granted: +2 Block Curse of Misfortune Handheld deflection devices. |
voratun shield 'Bregedig' (Corpses) (12 def, 3 armour, 100% power, 189.5 block) voratun shield 'Bregedig' (Corpses) (12 def, 3 armour, 100% power, 189.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +189 On weapon hit: * Slows global speed by 40% When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 30 arcane resource burn Changes resistances: +26% cold Talent granted: +5 Block Spell save: +20 (+4 eff.) Curse of Corpses Handheld deflection devices. |
voratun shield of crushing (Shrouds) (12 def, 3 armour, 100% power, 192.5 block) voratun shield of crushing (Shrouds) (12 def, 3 armour, 100% power, 192.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 188% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +192 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Talent granted: +5 Block Curse of Shrouds Handheld deflection devices. |
warded voratun shield of radiance (Madness) (12 def, 3 armour, 100% power, 196 block) warded voratun shield of radiance (Madness) (12 def, 3 armour, 100% power, 196 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +196 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +19 light When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 21% chance to blind Changes stats: +6 Con / +5 Mag Changes resistances: +15% light Maximum wards: +4 lightning / +4 temporal / +4 blight / +4 fire / +4 cold Talents granted: +5 Block +1 Ward Curse of Madness Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
386 alchemist agate (Misfortune) 386 alchemist agate (Misfortune)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Misfortune Gems can be sold for money or used in arcane rituals. |
13 onyx 13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
11 aquamarine 11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 lapis lazuli 20 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
21 sapphire 21 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz 17 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
bloodhexed voratun pickaxe (Madness) (dig speed 18 turns) bloodhexed voratun pickaxe (Madness) (dig speed 18 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +8 Str / +8 Wil Mental crit. chance: +12% When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
dwarven dwarven-steel pickaxe (Shrouds) (dig speed 22 turns) dwarven dwarven-steel pickaxe (Shrouds) (dig speed 22 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +11 (+2 eff.) Maximum life: +48.00 When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (Nightmares) (dig speed 36 turns) iron pickaxe of endurance (Nightmares) (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of delving (Corpses) (dig speed 21 turns) voratun pickaxe of delving (Corpses) (dig speed 21 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +3 Con Light radius: +1 When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of quickening (Corpses) (dig speed 19 turns) voratun pickaxe of quickening (Corpses) (dig speed 19 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
24 emerald 24 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
33 jade 33 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
40 turquoise 40 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's Essentials (Nightmares) Qog's Essentials (Nightmares)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Curse of Nightmares It can be used to Gain a random beneficial effect, costing 30 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Dúathedlen Heart (Corpses) Dúathedlen Heart (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 Curse of Corpses It can be used to activate talent Blood Grasp (costing 10 power out of 15/15) : Effective talent level: 3.0 Power cost: 10 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 324.35 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl (Misfortune) Eldritch Pearl (Misfortune)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Changes damage: +0% light Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 See stealth: +0 Curse of Misfortune It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 54.40 cold damage and 60.68 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial (Corpses) Summertide Phial (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Corpses It can be used to call light (176 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright alchemist's lamp of health (Nightmares) bright alchemist's lamp of health (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +46.00 Light radius: +6 Curse of Nightmares A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift (Shrouds) Bladed Rift (Shrouds)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. Curse of Shrouds It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
32 bloodstone 32 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
35 fire opal 35 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 garnet 20 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
43 ruby 43 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1539.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 101] amazing fiery salve [power 101]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 377% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (101% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 101] amazing frost salve [power 101]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 377% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (101% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 1214] amazing healing salve [power 1214]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 377% efficiency and 68% cooldown modifier. It can be used to heal 1214, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 1214] amazing healing salve [power 1214]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 377% efficiency and 68% cooldown modifier. It can be used to heal 1214, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 1062] amazing pain suppressor salve [power 1062]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 377% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -1062 life and reduces all damage by 26% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 101] amazing water salve [power 101]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 377% efficiency and 68% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (101% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
great moss tread great moss treadPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +4 Moss Tread Stealth bonus: +8 Tinkers can be attached to normal items to improve them with steam power! |
perfect viral injector perfect viral injectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
voratun kinetic stabiliser voratun kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Physical save: +15 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
voratun rocket boots voratun rocket bootsPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' When attach to an other item: Power: 65% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
Ragytoran the Pitchdream (Nightmares) [power 253] (1/34 cooldown) Ragytoran the Pitchdream (Nightmares) [power 253] (1/34 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes damage: +9% mind Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast Critical mult.: +20.00% Mana each turn: +0.08 Maximum mana: +60.00 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Damage Shield penetration: +20% Curse of Nightmares It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 253 for 7 turns, putting all charms on cooldown for 34 turns. When used: 100% chance to regenerate 17 hate. Torques are made by powerful psionics to store psionic powers. |
Boltwreath the elven-wood totem of thorny skin (Misfortune) [power 50] (1/15 cooldown) Boltwreath the elven-wood totem of thorny skin (Misfortune) [power 50] (1/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 16 lightning Changes stats: +2 Wil Changes resistances penetration: +20% arcane Spell save: +36 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Damage Shield penetration: +40% Curse of Misfortune It can be used to harden the skin for 7 turns increasing armour by 50 and armour hardiness by 60%, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem (Madness) The Guardian's Totem (Madness)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) Curse of Madness It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
12 amethyst 12 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Void Shard (Corpses) Void Shard (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) Curse of Corpses It can be used to release a radius 2 burst of void energy at up to range 5, dealing 460.18 temporal and 536.30 darkness damage (based on Magic), costing 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
33 diamond 33 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
32 moonstone 32 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
29 pearl 29 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 quartz 18 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
44 amber 44 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 (Roguelike)
Buy an item from an AAA.By SolarPowered the Kruk Ogre Sun Paladin level 5
13rd Retaking 124th year of Ascendancy at 05:06 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By SolarPowered the Kruk Ogre Sun Paladin level 11
38th Retaking 124th year of Ascendancy at 23:24 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By SolarPowered the Kruk Ogre Sun Paladin level 67
38th Remembrance 125th year of Ascendancy at 16:06 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By SolarPowered the Kruk Ogre Sun Paladin level 29
49th Pain 124th year of Ascendancy at 16:41 see stats
Demonic Invasion (Roguelike)
Stopped a demonic invasion by closing their portal.By SolarPowered the Kruk Ogre Sun Paladin level 59
28th Remembrance 125th year of Ascendancy at 02:08 see stats
Dragon's Greed (Roguelike)
Amassed 8000 gold pieces.By SolarPowered the Kruk Ogre Sun Paladin level 59
26th Remembrance 125th year of Ascendancy at 10:40 see stats
Earth Master (Roguelike)
Killed Harkor'Zun and unlocked Stone magic.By SolarPowered the Kruk Ogre Sun Paladin level 31
52nd Pain 124th year of Ascendancy at 00:36 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By SolarPowered the Kruk Ogre Sun Paladin level 28
48th Pain 124th year of Ascendancy at 23:15 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By SolarPowered the Kruk Ogre Sun Paladin level 56
24th Remembrance 125th year of Ascendancy at 04:18 see stats
Infinite x100 (Roguelike)
Got to level 100 of the infinite dungeon.By SolarPowered the Kruk Ogre Sun Paladin level 93
21st Retaking 125th year of Ascendancy at 18:03 see stats
Infinite x80 (Roguelike)
Got to level 80 of the infinite dungeon.By SolarPowered the Kruk Ogre Sun Paladin level 61
29th Remembrance 125th year of Ascendancy at 23:59 see stats
Infinite x90 (Roguelike)
Got to level 90 of the infinite dungeon.By SolarPowered the Kruk Ogre Sun Paladin level 80
2nd Retaking 125th year of Ascendancy at 02:38 see stats
Invasion from the Depths (Roguelike)
Stopped a naga invasion by closing their portal.By SolarPowered the Kruk Ogre Sun Paladin level 65
34th Remembrance 125th year of Ascendancy at 15:24 see stats
Level 10 (Roguelike)
Got a character to level 10.By SolarPowered the Kruk Ogre Sun Paladin level 10
35th Retaking 124th year of Ascendancy at 22:19 see stats
Level 20 (Roguelike)
Got a character to level 20.By SolarPowered the Kruk Ogre Sun Paladin level 20
52nd Revenge 124th year of Ascendancy at 09:09 see stats
Level 30 (Roguelike)
Got a character to level 30.By SolarPowered the Kruk Ogre Sun Paladin level 30
51st Pain 124th year of Ascendancy at 04:50 see stats
Level 40 (Roguelike)
Got a character to level 40.By SolarPowered the Kruk Ogre Sun Paladin level 40
44th Dearth 124th year of Ascendancy at 05:39 see stats
Level 50 (Roguelike)
Got a character to level 50.By SolarPowered the Kruk Ogre Sun Paladin level 50
35th Destruction 124th year of Ascendancy at 14:49 see stats
Once Upon A Time, In the West... (Roguelike)
Hear the Eidolon's retelling of the Scourge from the West's journey.By SolarPowered the Kruk Ogre Sun Paladin level 42
24th Loss 124th year of Ascendancy at 01:59 see stats
One Ill Turn Deserves Another (Roguelike)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By SolarPowered the Kruk Ogre Sun Paladin level 50
35th Destruction 124th year of Ascendancy at 15:04 see stats
Overpowered! (Roguelike)
Did over 6000 damage in one attack.By SolarPowered the Kruk Ogre Sun Paladin level 50
41st Destruction 124th year of Ascendancy at 23:44 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By SolarPowered the Kruk Ogre Sun Paladin level 34
27th Dearth 124th year of Ascendancy at 13:26 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By SolarPowered the Kruk Ogre Sun Paladin level 41
1st Loss 124th year of Ascendancy at 00:05 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By SolarPowered the Kruk Ogre Sun Paladin level 26
25th Pain 124th year of Ascendancy at 04:20 see stats
The Dead God Rests (Roguelike)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By SolarPowered the Kruk Ogre Sun Paladin level 50
49th Destruction 124th year of Ascendancy at 05:35 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By SolarPowered the Kruk Ogre Sun Paladin level 37
41st Dearth 124th year of Ascendancy at 03:37 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By SolarPowered the Kruk Ogre Sun Paladin level 41
1st Loss 124th year of Ascendancy at 03:23 see stats
The bigger the better! (Roguelike)
Did over 3000 damage in one attack.By SolarPowered the Kruk Ogre Sun Paladin level 47
31st Destruction 124th year of Ascendancy at 19:29 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By SolarPowered the Kruk Ogre Sun Paladin level 23
3rd Pain 124th year of Ascendancy at 21:36 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By SolarPowered the Kruk Ogre Sun Paladin level 38
41st Dearth 124th year of Ascendancy at 09:07 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By SolarPowered the Kruk Ogre Sun Paladin level 16
30th Revenge 124th year of Ascendancy at 18:30 see stats
Unstoppable (Roguelike)
Returned from the dead.By SolarPowered the Kruk Ogre Sun Paladin level 109
47th Retaking 125th year of Ascendancy at 07:17 see stats
Log
SolarPowered casts Rune: Teleportation.
Eilinobeth the gwelgoroth's aether beam hits SolarPowered for (25 absorbed), 0 arcane (0 total damage).
Eilinobeth the gwelgoroth's spell attains critical power!
Lava floor burns Eilinobeth the gwelgoroth!
Eilinobeth the gwelgoroth casts Freeze.
SolarPowered shrugs off the effect 'Frozen'!
Eilinobeth the gwelgoroth's aether beam hits SolarPowered for (25 absorbed), 0 arcane (0 total damage).
Thunderstorm hits SolarPowered for (324 absorbed), 0 lightning (0 total damage).
Eilinobeth the gwelgoroth hits Eilinobeth the gwelgoroth for 0 fire damage.
Eilinobeth the gwelgoroth hits SolarPowered for (586 absorbed), 0 cold (0 total damage).
SolarPowered shrugs off the effect 'Dazed'!
Eilinobeth the gwelgoroth's aether beam hits SolarPowered for (25 absorbed), 0 arcane (0 total damage).
Eilinobeth the gwelgoroth's aether beam hits SolarPowered for (25 absorbed), 0 arcane (0 total damage).
Lava floor burns Eilinobeth the gwelgoroth!
Eilinobeth the gwelgoroth casts Nova.
Your shield crumbles under the damage!
The shield around SolarPowered crumbles.
SolarPowered resists!
Eilinobeth the gwelgoroth hits Eilinobeth the gwelgoroth for 0 fire damage.
Eilinobeth the gwelgoroth hits SolarPowered for (142 absorbed), 466 lightning (467 total damage).
Eilinobeth the gwelgoroth's aether beam hits SolarPowered for 25 arcane damage.
SolarPowered deactivates Daunting Presence.
Hurricane from Eilinobeth the gwelgoroth hits SolarPowered for 346 lightning damage.
Eilinobeth the gwelgoroth's aether beam hits SolarPowered for 25 arcane damage.
Eilinobeth the gwelgoroth's aether beam hits SolarPowered for 25 arcane damage.
Lava floor burns Eilinobeth the gwelgoroth!
Eilinobeth the gwelgoroth casts Blastwave.
Eilinobeth the gwelgoroth's spell attains critical power!
Eilinobeth the gwelgoroth deactivates Fearscape.
Saving game...
