














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Items Vault 1.5.0Donators/Buyers bonus! Infinite Alchemy 1.2.5Adds an alchemy table to the Infinite Dungeon, that appears with roughly a 50% chance at each floor. Here you are allowed to brew potions (similar to those achievable from the alchemical brotherhood) and transmute items into artifacts (rewards and costs are somewhat similar to the quest-mechant from Last Hope, though there is a price-scale). Depending on what you pay for, transmuted items keep their item tier (option: lesser) get a bonus of one (option: greater) or two (option: superior) item tiers. When transmuting tier 5 (option: greater) or tier 4 and higher (option: superior) items, these become extraordinarily powerful. Version 1.1 Brewing potions additionally consumes gold now (starts at 0, +125 / created potion) Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official 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:
Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 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. Embers of Rage 1.5.0Official 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:
More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. 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 | Infinite |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 117 / 22% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 154.17022496364 (base 127) |
Dexterity | 41.340449927278 (base 10) |
Constitution | 55.340449927278 (base 18) |
Magic | 104.17022496364 (base 85) |
Willpower | 172.34044992728 (base 127) |
Cunning | 163.34044992728 (base 127) |
Resources
Mana | 880/1321 |
Life | 2632/2632 |
Paradox | 919 |
Psi | 1088/1088 |
Vim | 586/592 |
Steam | 100/100 |
Positive | 314/338 |
Stamina | 749/777 |
Equilibrium | 15 |
Healing Factor | 2.2818129896911 |
Regeneration | 11.979518195878 |
Speed
Mental | +21.124306977252% |
Attack | 0% |
Movement | +25% |
Spell | +21.124306977252% |
Global | +255.2229291869% |
Vision
Sight | 8 |
Lite | 21 |
Infravision | 6 |
See Stealth | 68.130392098344 |
See Invisible | 96.470842025621 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 359 |
Accuracy | 104 |
Crit Chance | 111% |
APR | 13 |
Speed | 0.83 |
Offense: Offhand
Damage | 276 |
Accuracy | 104 |
Crit Chance | 108% |
APR | 13 |
Speed | 0.83 |
Offense: Spell
Spellpower | 105 |
Crit Chance | 85% |
Speed | 0.82559811895378 |
Offense: Mind
Mindpower | 85 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Blight | +52% |
Arcane | +46% |
Mind | +21% |
All | +10% |
Light | +27% |
Temporal | +34% |
Physical | +83% |
Fire | +56% |
Cold | +28% |
Offense: Damage Penetration
Acid | +20% |
Blight | +30% |
Arcane | +33% |
All | 0% |
Darkness | +30% |
Light | +43% |
Temporal | +10% |
Physical | +107% |
Lightning | +30% |
Defense: Base
Armour (hardiness) | 362.13937396249 (100%) |
Defense | 59 |
Ranged Defense | 66 |
Fatigue | 30 |
Physical Save | 84.8 |
Spell Save | 92.8 |
Mental Save | 92 |
Defense: Resistances
Acid | + 67%( 70%) |
Blight | + 70%( 70%) |
Physical | + 60%( 72%) |
Cold | + 70%( 70%) |
All | + 53%( 70%) |
Lightning | + 70%( 70%) |
Light | + 60%( 70%) |
Temporal | + 60%( 70%) |
Mind | + 59%( 70%) |
Darkness | + 79%( 79%) |
Fire | + 70%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 25% |
Blind Resistance | 30% |
Silence Resistance | 68% |
Disarm Resistance | 50% |
Stun Resistance | 82% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
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 162% efficiency and cooldown mod of 54%. |
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 251% efficiency and cooldown mod of 57%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 1190% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 742 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 11/5 |
| 1/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 6/5 |
| 1/5 |
| 11/5 |
Psionic / Solipsism | 1.00 |
| 2/5 |
| 1/5 |
| 9/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 7/5 |
| 1/5 |
| 8/5 |
| 9/5 |
Corruption / Doom shield | 1.00 |
| 3/5 |
| 9/5 |
| 4/5 |
| 1/5 |
Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.10 |
| 11/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Spell / Stone | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
Celestial / Combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.00 |
| 9/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Chemistry | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 11/5 |
| 9/5 |
| 0/5 |
| 9/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 9/5 |
| 1/5 |
| 11/5 |
| 11/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Cursed aura | 1.00 |
| 10/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Crystalline Focus |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Abyssal Shield |
talent | Second Life |
talent | Shadow Feed |
talent | Reality Smearing |
talent | Weapon of Wrath |
talent | Chant of Fortitude |
talent | Weapon of Light |
talent | Shards |
talent | Essence of Speed |
talent | Hardened Core |
talent | Arcane Feed |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.2)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +12% critical damage, +17% off-hand weapon damage Power 2+: -3 Luck, +7 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 17.2% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+48% global speed). Clarity |
detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -3 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 5. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -3 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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. |
beneficial effect | The target is surrounded by a time distortion, absorbing 618/771 damage and sending it forward in time. While active all newly applied status effects durations are reduced by 52%. Time Shield |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +2 Maximum Physical Resistance Power 2+: -2 Luck, +3 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -3 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+36% 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. |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 14 of Infinite Dungeon. Escort: lost sun paladin (level 14 of Infinite Dungeon)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 18 of Infinite Dungeon. Escort: lost warrior (level 18 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 11 of Infinite Dungeon. Escort: repented thief (level 11 of Infinite Dungeon)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 21 of Infinite Dungeon. Escort: repented thief (level 21 of Infinite Dungeon)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 22 of Infinite Dungeon. Escort: repented thief (level 22 of Infinite Dungeon)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 23 of Infinite Dungeon. Escort: repented thief (level 23 of Infinite Dungeon)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 25 of Infinite Dungeon. Escort: repented thief (level 25 of Infinite Dungeon)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Infinite Dungeon. Escort: repented thief (level 5 of Infinite Dungeon)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Infinite Dungeon. Escort: repented thief (level 7 of Infinite Dungeon)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
Wake up and kill the dreaming horror boss 'Eilinathra the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 43)You completed the challenge and received: +3 Stat Points | done |
Wake up and kill the dreaming horror boss 'Ce'Namina the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 73)You completed the challenge and received: Random Artifact: Daystun (Nightmares) (156% power, 9 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 15)You completed the challenge and received: Random Artifact: Relgamarin (24 def, 9 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 16)You completed the challenge and received: Random Artifact: Radianceschism (113% power, 9 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 19)You completed the challenge and received: Random Artifact: Urthohir (113% power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 30)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 38)You completed the challenge and received: Random Artifact: Firetyphoon | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 39)You completed the challenge and received: Random Artifact: Smolderwing (19/19, 122% power, 36 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 4)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 55)You completed the challenge and received: Random Artifact: Furnacewend (Shrouds) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 58)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 63)You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 64)You completed the challenge and received: Random Artifact: Flashraptor (Shrouds) (150% power, 6 apr, fire element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 67)You completed the challenge and received: Random Artifact: Shadowslice (Madness) (4 def, 7 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 70)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 76)You completed the challenge and received: +1 Category Point | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge: Headhunter (Level 12)2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 24)Turns left: 0 You completed the challenge and received: Random Artifact: Talosis' Counterpoint | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 47)Turns left: 0 You completed the challenge and received: Random Artifact: Woeriver (dig speed 21 turns) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 20)You completed the challenge and received: Random Artifact: Jetgasher (142% power, 10 apr) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 56)You completed the challenge and received: +1 Class Point | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 71)You completed the challenge and received: Random Artifact: Beleba (Madness) (12 def, 16 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 17)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 3)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 50)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 69)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 74)You completed the challenge and received: +1 Category Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 75)You completed the challenge and received: +1 Category Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 78)You completed the challenge and received: +1 Class Point and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 79) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 8)You completed the challenge and received: +3 Stat Points and +1 Class Point | done |
Leave the level in less than 141 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (141) (Level 22)Turns left: 123 You completed the challenge and received: Random Artifact: Tuloran | done |
Leave the level in less than 198 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (198) (Level 65)Turns left: 181 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 219 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (219) (Level 51)Turns left: 109 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 237 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (237) (Level 29)Turns left: 183 You completed the challenge and received: +1 Generic Point | done |
Leave the level in less than 351 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (351) (Level 36)Turns left: 268 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 42 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (42) (Level 49)Turns left: 36 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 72 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (72) (Level 53)Turns left: 34 You completed the challenge and received: +1 Prodigy Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 148% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 temporal When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 16% chance to blind Changes stats: +7 Con Changes resistances: +6% temporal / +6% fire Changes resistances penetration: +15% blight Changes damage: +30% physical / +15% fire Talents granted: +5 Corrosive Cone +1 Command Staff Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +14 (+3 eff.) Life regen: +2.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +13% Light radius: +5 Healing mod.: +28% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 192.89 light damage. Staves designed for wielders of magic, by the greats of the art. |
Quiver | ![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 161% Range: 1.4x Uses stats: 63% Wil, 88% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +22 Crit. chance: +14.0% Capacity: 17 On weapon crit: * splashes the target with acid Travel speed: +200% Damage (Ranged): +21 acid Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Curse of Madness It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.8 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 179.26 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Light source | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +20 (+3 eff.) Effects on melee hit: * 21% chance to disease Changes stats: +6 Dex / +12 Wil / +4 Con Changes resistances: +23% darkness Changes damage: +11% light / +11% mind Damage affinity(heal): +5% light Critical mult.: +16.00% Mental save: +11 (+2 eff.) Maximum life: +60.00 Light radius: +6 Infravision radius: +3 See stealth: +14 See invisible: +13 Healing mod.: +30% Curse of Misfortune It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 100.44 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +28 (+5 eff.) Armour: +14 Defense: +20 (+5 eff.) Fatigue: +5% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Changes stats: +19 Cun / +7 Wil Changes resistances: +9% temporal / +7% all Changes resistances penetration: +10% temporal Changes damage: +15% blight / +24% temporal Physical save: +15 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Light radius: +6 Curse of Corpses A cap made of leather. |
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +23 Fatigue: +4% Changes stats: +3 Dex Changes resistances: +15% acid / +15% fire / +15% lightning / +13% cold Changes resistances penetration: +14% physical Talent granted: +2 Moss Tread Stealth bonus: +4 Spell save: +9 (+1 eff.) Blindness immunity: +20% Disease immunity: +15% Silence immunity: +68% Confusion immunity: +50% Stun/Freeze immunity: +38% Life regen: +1.60 Only die when reaching: -40.00 life Healing mod.: +10% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical power: +16 (+3 eff.) Armour: +4 Damage when hit (Melee): 12 temporal Maximum wards: +3 physical / +5 mind / +4 darkness Changes damage: +18% arcane Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +5 Silence +1 Ward Mental save: +3 (+1 eff.) Maximum life: +50.00 Maximum stamina: +15.00 Mindpower: +16 (+3 eff.) Curse of Corpses It can be used to teleport randomly (rad 51), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +20 (+3 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * 49% chance to daze at end of turn Damage when hit (Melee): 16 lightning Changes resistances: +15% blight / +13% nature / +6% lightning Changes resistances penetration: +10% light Changes damage: +27% blight / +6% light / +8% all Poison immunity: +25% Disease immunity: +30% Vim when hitting in melee: +3.00 Spellpower: +20 (+3 eff.) Mindpower: +20 (+4 eff.) Light radius: +4 Movement speed: +25% Activating this item is instant. Curse of Shrouds It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 3.0 Power cost: 24 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 30% for 5 turns. Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Damage when hit (Melee): 4 mind Changes stats: +10 Str / +9 Dex / +10 Wil Changes resistances: +15% lightning / +3% fire / +2% physical Grants telepathy: All Blindness immunity: +10% Heals friendly targets nearby when you use a nature summon: +30 Curse of Misfortune Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 169% Range: 1.2x Uses stat: 126% Wil Damage type: Ice Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block +5 Fiery Portal Granted talent can block up to 1 instance of damage each 10 turns. Curse of Misfortune Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Around waist | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +3% darkness / +6% blight Changes resistances penetration: +20% acid / +14% physical / +30% darkness / +15% blight Changes damage: +12% acid / +15% physical Mental save: +8 (+2 eff.) Mana each turn: +0.34 Maximum life: +82.00 Maximum mana: +44.00 Curse of Corpses A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 - Talent Heavy 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: 191% Range: 1.2x Uses stat: 126% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +203 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage Shield penetration (this weapon only): +67% Burst (radius 2) on crit: +40 light / +40 darkness When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +8 Dex / +7 Con Changes resistances: +15% light / +35% blight / +26% fire / +20% mind / +12% darkness Reduce damage by fixed amount: +25 blight Maximum wards: +12 lightning / +12 temporal / +8 blight / +11 fire / +12 cold Changes resistances penetration: +33% arcane / +30% lightning Changes damage: +18% arcane Talents granted: +2 Ward +5 Block Reduces incoming crit damage: 20.00% See invisible: +21 Damage Shield penetration: +67% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Shrouds Handheld deflection devices. |
Cloak | ![]() 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: -15% fire / +35% cold / +10% nature / +8% all Curse of Nightmares It can be used to release a radius 4 chilling blast, instantly dealing 496.01 cold damage and condensing the air into freezing vapors that deal 165.34 cold damage (based on Magic) each turn for 10 turns, costing 18 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. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+6 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+2 eff.) Spell save: +25 (+4 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Global speed: +20% Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. Curse of Shrouds It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.6 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 73% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 150% efficiency and cooldown mod of 66%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 179% efficiency and cooldown mod of 58%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 228% efficiency and cooldown mod of 94%. 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.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 209% efficiency and cooldown mod of 56%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 294 and cleanse 1 wound and 1 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. |
![]() 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: 25 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 6 for 7 turns. While Heroism is active, you will only die when reaching -606 life. 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. |
![]() 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 708% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 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. |
![]() 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 501% 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. 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. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 878% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1024% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 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. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 490 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. |
![]() 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 798 life over 5 turns. 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. |
![]() Crafted 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. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 301 damage for 5 turns. 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. |
![]() 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 232 damage for 5 turns. 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. |
![]() 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: 19 Travel Speed: instantaneous Usage Speed: Spell (82% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 32 with a minimum range of 15. 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. |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Spell (82% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 87 with a minimum range of 15. 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. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Spell (82% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 179 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. |
![]() schematic: Focus Lens Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 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. |
![]() 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 600 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). Curse of Shrouds A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 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 Misfortune This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 34% chance to corrode armour by 30% Damage when hit (Melee): 12 fire Changes resistances: +12% cold / +26% mind / +5% arcane Changes damage: +18% acid / +6% fire Confusion immunity: +54% Knockback immunity: +45% Curse of Shrouds Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +3 Dex / +4 Mag / +9 Wil / +6 Con Changes resistances: +9% fire / +6% nature / +9% light Physical save: +50 (+8 eff.) Spell save: +98 (+13 eff.) Mental save: +50 (+10 eff.) Curse of Nightmares Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% Curse of Misfortune No force can hope to silence the wearer of this amulet. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. Curse of Shrouds It can be used to activate talent Time Stop (costing 30 power out of 80/80) : Effective talent level: 1.0 Power cost: 30 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Physical power: +9 (+2 eff.) Changes stats: +9 Con Changes resistances: +6% acid / +18% darkness / +3% cold / +9% nature / +5% arcane Changes resistances penetration: +20% nature Changes damage: +6% fire / +9% physical Critical mult.: +15.00% Combat speed: +10% Curse of Misfortune Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 12 physical Changes stats: +3 Dex / +4 Con Changes resistances: +11% nature / +5% blight Physical save: +13 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +14 (+3 eff.) Poison immunity: +28% Disease immunity: +30% Life regen: +1.60 Stamina each turn: +0.40 Vim when hit: +0.00 Vim when hitting in melee: +0.00 Maximum life: +72.00 Healing mod.: +28% Curse of Shrouds Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Changes resistances: +15% blight / +12% fire / +15% nature Changes resistances penetration: +20% lightning / +20% fire Physical save: +44 (+7 eff.) Blindness immunity: +15% Poison immunity: +23% Disease immunity: +30% Silence immunity: +15% Pinning immunity: +20% Knockback immunity: +15% Only die when reaching: -80.00 life Curse of Nightmares Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 45% chance to corrode armour by 30% Damage when hit (Melee): 16 arcane Changes stats: +10 Str / +5 Wil / +10 Con Changes resistances: +15% nature / +9% blight Changes damage: +18% acid / +6% darkness Grants telepathy: Dragon Poison immunity: +30% Disease immunity: +30% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +50.00 Infravision radius: +4 See invisible: +3 Curse of Misfortune Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Fatigue: -10% Changes stats: +8 Dex Changes resistances: +12% mind / +7% arcane Grants telepathy: Humanoid/Orc Physical save: +15 (+2 eff.) Spell save: +18 (+3 eff.) Mental save: +30 (+6 eff.) Disarm immunity: +20% Maximum stamina: +15.00 Healing mod.: +25% Curse of Nightmares Rings can have magical properties. |
![]() 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 (+2 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 / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons Curse of Corpses A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() sneakthief's stralite ring of the mind (+18%) (Corpses) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +9 Cun / +8 Dex Changes resistances: +18% mind Changes damage: +18% mind Curse of Corpses Rings can have magical properties. |
![]() elemental steel battleaxe of evisceration (Nightmares) (137% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 137% Range: 1.5x Uses stat: 151% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing When wielded/worn: Physical crit. chance: +13.0% Physical power: +12 (+2 eff.) Changes resistances penetration: +16% acid / +16% fire / +14% lightning / +16% cold Curse of Nightmares Massive two-handed battleaxes. |
![]() quick iron dagger of massacre (Misfortune) (127% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 127% Range: 1.3x Uses stats: 56% Wil, 56% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Curse of Misfortune Sharp, short and deadly. |
![]() truestriking dwarven-steel dagger of erosion (Nightmares) (128% power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 128% Range: 1.3x Uses stats: 56% Wil, 56% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 nature / +12 temporal When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical Curse of Nightmares Sharp, short and deadly. |
![]() truestriking iron dagger of crippling (Nightmares) (119% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 119% Range: 1.3x Uses stats: 56% Wil, 56% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Changes resistances penetration: +6% physical Curse of Nightmares Sharp, short and deadly. |
![]() Requires: - Willpower 25 - Strength 25 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 177% Range: 1.5x Uses stat: 158% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% On weapon hit: * 21% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +30% Damage (Melee): +23 mind Burst (radius 1) on hit: +14 fire When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +5 Inferno +3 Hammer Toss Mana each turn: +0.50 Psi each turn: +0.10 Maximum vim: +50.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Curse of Corpses A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 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: 190% Range: 1.6x Uses stats: 164% Wil, 10% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Curse of Corpses Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() flaming stralite longsword of evisceration (Madness) (151% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 151% Range: 1.4x Uses stat: 126% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 26 bleeding, 76% reduced healing Burst (radius 1) on hit: +14 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+2 eff.) Curse of Madness Sharp, long, and deadly. |
![]() dwarven-steel mace (Nightmares) (145% power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 145% Range: 1.4x Uses stat: 126% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Curse of Nightmares Blunt and deadly. |
![]() insidious stralite mace of nature (Madness) (153% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 153% Range: 1.4x Uses stat: 126% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +50 insidious poison When wielded/worn: Changes resistances: +7% all Changes resistances penetration: +13% nature Curse of Madness Blunt and deadly. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 148% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +25.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 55% chance to inflict 15% damage reduction Changes stats: +7 Con Changes resistances penetration: +15% darkness Changes damage: +30% fire Grants telepathy: All Talent granted: +1 Command Staff Critical mult.: +32.00% Spell save: +50 (+7 eff.) Life regen: +2.00 Hate when firing a critical mind attack: +4.00 Spellpower: +35 (+6 eff.) Spell crit. chance: +9% Healing mod.: +30% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 148% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+7 eff.) Spell crit. chance: +25% Curse of Misfortune Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 148% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+7 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Misfortune A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 148% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Armour: +6 Damage when hit (Melee): 20 nature Changes stats: +12 Mag / +10 Cun / +16 Con Changes resistances: +6% blight / +12% temporal / +6% lightning Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +42.00% Mental save: +6 (+1 eff.) Cut immunity: +10% Stun/Freeze immunity: +15% Life regen: +1.80 Psi when hit: +0.16 Vim when firing critical spell: +8.00 Hate when firing a critical mind attack: +3.00 Maximum vim: +44.00 Maximum neg.energy: +50.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +5% See invisible: +12 Healing mod.: +30% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Madness The bottom part of Telos' broken staff. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 154% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% lightning Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% Curse of Corpses The top part of Telos' broken staff. |
![]() Zanorathad (Misfortune) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +29 mind Burst (radius 2) on crit: +4 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +2 (+1 eff.) Changes stats: +1 Dex / +14 Wil / +14 Cun / +3 Con Changes resistances: +3% temporal Changes resistances penetration: +15% temporal / +20% physical Changes damage: +22% physical / +43% mind / +9% arcane Stamina each turn: +0.80 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +10.00 Mindpower: +30 (+6 eff.) Defense after a teleport: +5 Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() blazebringer's dwarven-steel steamsaw of earthen fury (Shrouds) (133% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 133% Range: 1.5x Uses stat: 126% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +47 Burst (radius 2) on crit: +11 fire Attacks use: 1.0 Steam When used to attack (with talents): On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +13 Armour Hardiness: +8% Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +13% physical Changes resistances penetration: +11% fire Talent granted: +2 Block Global speed: +4% Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() flaming dwarven-steel steamsaw of purging (Corpses) (139% power, 14 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 139% Range: 1.5x Uses stat: 126% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +42 On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +14 nature Attacks use: 1.0 Steam When used to attack (with talents): Burst (radius 1) on hit: +16 fire When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage when hit (Melee): 16 fire Talent granted: +2 Block Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() hateful iron steamsaw of massacre (Corpses) (132% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 132% Range: 1.5x Uses stat: 126% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +13 Damage (Melee): +7 darkness Damage against: +8% Living Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Fatigue: +4% Talent granted: +1 Block Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() warbringer's orite trident (Shrouds) (162% power, 13 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 162% Range: 1.6x Uses stat: 151% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +19 (+3 eff.) Changes stats: +9 Con Changes resistances penetration: +19% physical Disarm immunity: +42% Curse of Shrouds A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() balanced voratun waraxe of massacre (Misfortune) (171% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 171% Range: 1.4x Uses stat: 126% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +13 (+3 eff.) Disarm immunity: +49% Curse of Misfortune One-handed war axes. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +18 (+4 eff.) Fatigue: -10% Changes stats: +4 Str / +6 Cun / +4 Con Changes resistances: +0% cold / +25% darkness / +0% nature Changes resistances penetration: +19% darkness / +15% mind Changes damage: +25% darkness Stealth bonus: +25 Physical save: +25 (+4 eff.) Spell save: +25 (+4 eff.) Mental save: +25 (+5 eff.) Light radius: +3 Infravision radius: +3 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. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances: +0% nature / +0% cold Talent granted: +1 Rocket Dash Physical save: +10 (+1 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Madness Finally. |
![]() battlemaster's cashmere cloak of Iron Throne (Corpses) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +7 Str / +4 Dex / +7 Con Talent mastery: +0.40 Technique / Combat training Spell save: -22 (-3 eff.) Stamina each turn: +1.10 Mana each turn: -0.40 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. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Damage when hit (Melee): 24 nature Changes stats: +7 Str / +9 Dex / +6 Mag / +6 Wil / +14 Con Changes resistances: +10% acid / +21% light / +9% fire / +9% cold / +10% lightning Physical save: +15 (+2 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +55% Silence immunity: +35% Only die when reaching: -50.00 life Spell crit. chance: +7% Infravision radius: +4 See invisible: +18 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Madness This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +0% 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Stealth bonus: +0 Spellpower: +5 (+1 eff.) Curse of Nightmares It can be used to phase door up to range 6, within radius 2 of the target location, costing 15 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Requires: - Talent Heavy 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 Misfortune It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (222 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (370 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 11 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. |
![]() Bolttrencher (Nightmares) (0 def, 15 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +15 Fatigue: +4% Effects on melee hit: * 45% chance to daze at end of turn Changes stats: +4 Str / +2 Cun / +4 Con Changes resistances: +24% acid / +14% fire / +15% lightning / +15% cold Changes damage: +6% acid / +6% mind Mental save: +20 (+4 eff.) Hate when firing a critical mind attack: +5.00 Maximum hate: +6.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +70 Curse of Nightmares It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +35 (+9 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to disease * 42% chance to corrode armour by 30% * 42% chance to blind Damage when hit (Melee): 8 acid Changes stats: +6 Mag Changes resistances: +6% light Changes resistances penetration: +20% light Stealth bonus: +0 Spell save: +8 (+1 eff.) Lowers spell cool-downs by: 10% Activating this item is instant. Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 23 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 Nightmares It can be used to blink to a nearby random location within range 15 (based on Magic), costing 14 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+2 eff.) You move 3 spaces at once. Curse of Nightmares Accurately? Less so. |
![]() Requires: - Talent Heavy 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 Misfortune Boots. But with steam power! |
![]() dreamer's pair of drakeskin leather boots of strife (Corpses) (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +6 Wil Changes resistances penetration: +10% physical Physical save: +15 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +15 (+3 eff.) Mindpower: +9 (+2 eff.) Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 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 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() invigorating pair of voratun boots of massiveness (Misfortune) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Changes stats: +10 Str / +10 Con Changes damage: +10% physical Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Size category: +1 Curse of Misfortune It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Effects on melee hit: * Slows global speed by 55% Changes stats: +6 Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances: +2% physical Changes resistances penetration: +25% physical / +20% nature / +15% light Changes damage: +12% nature / +9% physical Stealth bonus: +0 Physical save: +20 (+3 eff.) Life regen: +0.80 Curse of Shrouds It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 15 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Damage (Melee): 15 temporal Damage (Ranged): 20 temporal Changes stats: +2 Wil / +6 Con Changes resistances: +15% temporal Changes resistances penetration: +15% arcane Changes damage: +10% temporal Critical mult.: +30.00% Physical save: +30 (+4 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +37% Maximum psi: +20.00 Maximum vim: +70.00 Spell crit. chance: +21% Mindpower: +6 (+1 eff.) Mental crit. chance: +20% Heals friendly targets nearby when you use a nature summon: +20 Activating this item is instant. Curse of Nightmares It can be used to activate talent Juggernaut, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +13 Armour: +3 Changes stats: +9 Dex / +4 Mag / +9 Cun / +5 Con Changes resistances: +6% acid / +6% fire / +6% arcane Changes damage: +9% arcane Reduces incoming crit damage: 19.00% Physical save: +27 (+4 eff.) Spell save: +10 (+1 eff.) Mental save: +40 (+8 eff.) Disarm immunity: +70% Teleport immunity: +10% Curse of Misfortune It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Spell save: +8 (+1 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Curse of Misfortune It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() Requires: - Talent Heavy 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% Curse of Misfortune Gauntlets. But with steam power! |
![]() drakeskin leather gloves 'Dayquick' (Madness) (9 def, 19 armour) Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +15 Armour: +19 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +7 Cun / +12 Dex Changes resistances: +9% light Changes damage: +6% light Physical save: +6 (+1 eff.) Mental save: +14 (+3 eff.) Disarm immunity: +15% Stun/Freeze immunity: +5% Knockback immunity: +20% Maximum life: +80.00 Light radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Madness It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic dwarven-steel gauntlets (Misfortune) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Mental save: +11 (+2 eff.) Maximum life: +64.00 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Damage (Melee): 5 arcane Changes stats: +5 Mag / +6 Wil Changes resistances: +3% arcane Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +20% Curse of Corpses It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Mag / +13 Wil / +7 Cun Changes resistances penetration: +25% temporal Changes damage: +6% temporal Mana each turn: +3.00 Mana when hit: +2.90 Psi when hit: +0.08 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +106.00 Maximum vim: +30.00 Spellpower: +16 (+3 eff.) Mindpower: +6 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 1.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 16 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +14 (+2 eff.) Armour: +11 Fatigue: +5% Damage when hit (Melee): 12 physical Changes stats: +14 Str / +22 Dex / +5 Con Changes resistances: +2% physical Changes resistances penetration: +20% arcane / +20% physical Physical save: +6 (+1 eff.) Skullcracker multiplicator: +3 Curse of Madness A hat made of leather. Very stylish. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+2 eff.) Steam crit. chance: +5% Curse of Misfortune No self respecting craftsman would be caught without them! |
![]() Requires: - Talent Heavy 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: Accuracy: +0 (+0 eff.) Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Light radius: +0 Curse of Corpses A Helmet. But with steam power! |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +3 Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +4 Wil / +5 Cun / +3 Con Changes resistances: +15% light / +6% lightning Changes resistances penetration: +5% blight Changes damage: +10% light / +3% blight Mindpower: +4 (+1 eff.) Light radius: +0 Curse of Madness It can be used to activate talent Stone Wall, placing all other charms into a 48 cooldown : Effective talent level: 1.1 Power cost: 48 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 303.66 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Light radius: +0 Shadow Power: +5 Increases all saves by your Shadow Power. Curse of Nightmares "For the demon who has everything." |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) Curse of Nightmares It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 2.0 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 33% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 26%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Light radius: +0 Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Madness The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() spellwoven cashmere wizard hat of decomposition (Misfortune) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +6% lightning / +5% temporal / +6% light / +6% fire / +6% nature / +6% acid / +6% blight / +6% cold / +6% darkness Mana each turn: +0.19 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() voratun helm of knowledge (Corpses) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+1 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() enlightening steel mail armour of implacability (Nightmares) (2 def, 13 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+0 eff.) Fatigue: +8% Changes stats: +6 Cun / +5 Wil Physical save: +9 (+1 eff.) Mental save: +16 (+3 eff.) Curse of Nightmares A suit of armour made of mail. |
![]() fearforged stralite mail armour of command (Shrouds) (17 def, 17 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +17 (+4 eff.) Fatigue: +29% Changes stats: +5 Cun / +9 Con Changes resistances: +13% fire / -17% light / +13% darkness Physical save: +9 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +31 (+6 eff.) Curse of Shrouds A suit of armour made of mail. |
![]() hardened voratun mail armour of stability (Corpses) (5 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +13% acid / +21% physical / +13% cold / +11% lightning / +13% fire Physical save: +25 (+4 eff.) Curse of Corpses A suit of armour made of mail. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +1 Mag / +21 Wil / +18 Cun Changes resistances: +28% cold Spell save: +15 (+2 eff.) Mental save: +49 (+9 eff.) Mana each turn: +0.12 Maximum vim: +40.00 Global speed: +0% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares A suit of armour made of mail. |
![]() drakeskin leather armour of Toknor (Madness) (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Critical mult.: +19.00% Curse of Madness A suit of armour made of leather. |
![]() duelist's hardened leather armour of the deep (Corpses) (10 def, 15 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +15 Defense: +10 (+2 eff.) Fatigue: +8% Changes stats: +6 Cun / +8 Dex Changes resistances: +10% acid / +11% cold Allows you to breathe in: water Curse of Corpses A suit of armour made of leather. |
![]() volcanic reinforced leather armour (Nightmares) (4 def, 19 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +19 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes resistances: +26% fire / +26% physical Curse of Nightmares A suit of armour made of leather. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 192% Range: 1.2x Uses stat: 126% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +190 On weapon hit: * 53% chance to corrode armour by 30% On weapon crit: * smash the target with your shield crippling them Damage (Melee): +30 cold / +20 fire Burst (radius 1) on hit: +28 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 18 ice / 35 fire / 26 blight Changes stats: +6 Str / +6 Wil Changes resistances: +20% physical / +17% fire / +20% mind / +50% cold Changes resistances penetration: +33% fire Changes damage: +40% acid Talent granted: +5 Block Curse of Madness Handheld deflection devices. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 173% Range: 1.2x Uses stat: 126% Wil Damage type: Darkness Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +4% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. Curse of Shrouds "With this, no one will ever harm you again." |
![]() wintry dwarven-steel shield of crushing (Nightmares) (8 def, 2 armour, 100% power, 78.5 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 153% Range: 1.2x Uses stat: 126% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +78 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +22 cold When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 16 ice Changes stats: +4 Wil Changes resistances: +15% cold Talent granted: +3 Block Curse of Nightmares Handheld deflection devices. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 172% Range: 1.4x Uses stats: 63% Wil, 88% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +47.0% Capacity: 23 On weapon hit: * 60% chance to cause random gloom * 20% chance to disease On weapon crit: * cripple the target Damage (Ranged): +36 fire / +8 arcane / +50 cold Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +21 cold Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Nightmares Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Armoured Leviathan Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +4 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +99% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Stun/Freeze immunity: +100% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +21% blight Reduce damage by fixed amount: +11 blight Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +4 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: All Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +32% fire Reduce damage by fixed amount: +22 fire Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% fire Reduce damage by fixed amount: +25 fire Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Reduces duration of detrimental effects by 40% The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Rush Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Farstrike Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% physical Reduce damage by fixed amount: +25 physical Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +78% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +91% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +100% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +4 Battle Call Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Global speed: +20% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Battle Call Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +23 darkness Changes resistances penetration: +23% darkness Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blackice Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +4 Acid Burst Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% acid Reduce damage by fixed amount: +25 acid Demon status: alive (100% life). The seed of a demon. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Fatigue: -10% Damage when hit (Melee): 8 mind Changes stats: +11 Cun / +8 Str Changes damage: +9% darkness / +6% mind Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Infravision radius: +12 When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +6 Changes stats: +3 Str / +6 Dex Changes resistances: +9% blight / +9% temporal / +21% light Changes damage: +18% mind / +10% fire Spell save: +20 (+3 eff.) Mental save: +15 (+3 eff.) Psi when hit: +0.12 Lowers spell cool-downs by: 10% Mindpower: +4 (+1 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Str / +6 Mag / +4 Cun / +2 Con Changes resistances penetration: +5% arcane / +25% blight Changes damage: +3% darkness / +3% arcane Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +144.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +8% When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Defense: +8 (+2 eff.) Fatigue: -10% Changes stats: +8 Str / +6 Dex / +9 Wil Changes resistances: +18% temporal / +10% physical Changes resistances penetration: +33% fire Changes damage: +18% blight / +15% fire / +15% mind / +24% arcane Spell save: +40 (+6 eff.) Mental save: +14 (+3 eff.) Mana each turn: +0.20 Spellpower: +12 (+2 eff.) Spell crit. chance: +7% Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 60 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 Curse of Nightmares It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 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 5, doing 65.24 cold damage and 93.47 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 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. |
![]() Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +20% blight Changes resistances cap: +10% blight Talent masteries: +0.20 Wild-gift / Call of the wild +0.10 Wild-gift / Antimagic Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Light radius: +4 Curse of Madness Said to have once belonged to Inquisitor Marcus Dunn during the Spellhunt this fist sized quartz crystal glows constantly with a soft white light and was rumoured to be a great aid in meditation, helping focus the mind, body, and soul of the owner as well as protecting them from the foulest of magics. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 26 blight Changes stats: +7 Cun / +7 Mag Changes resistances: +9% cold / +14% darkness / +10% temporal Changes resistances penetration: +33% blight Changes damage: +14% light Damage affinity(heal): +5% light Grants telepathy: Dragon Critical mult.: +33.00% Physical save: +11 (+2 eff.) Mental save: +27 (+5 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +7 See stealth: +25 See invisible: +25 Healing mod.: +22% Defense after a teleport: +19 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Curse of Nightmares It can be used to activate talent Sun Flare, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 100.44 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. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 51% chance to corrode armour by 30% Damage when hit (Melee): 20 light / 29 fire Changes resistances: +24% acid / +10% fire / +9% light / +12% blight Changes resistances penetration: +20% blight Changes damage: +36% acid / +21% light Light radius: +4 Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Curse of Nightmares Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 52% chance to corrode armour by 30% * 30% chance to disease * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 28 blight Changes resistances: +12% acid / +18% blight Changes resistances penetration: +25% blight / +20% temporal Changes damage: +30% arcane / +12% temporal Maximum life: +80.00 Light radius: +4 Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 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: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 18 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 678.35 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 37] amazing fiery salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 162% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (37% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing frost salve [power 37] amazing frost salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 162% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (37% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing healing salve [power 535] amazing healing salve [power 535]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 162% efficiency and 54% cooldown modifier. It can be used to heal 535, putting Talent Medical Injector on cooldown for 9 turns. Medical salve. |
amazing pain suppressor salve [power 468] amazing pain suppressor salve [power 468]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 162% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -468 life and reduces all damage by 27% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing unstoppable force salve [power 148] amazing unstoppable force salve [power 148]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 162% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 148 and healing factor by half, putting Talent Medical Injector on cooldown for 11 turns. Medical salve. |
amazing water salve [power 37] amazing water salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 162% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (37% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 37] amazing water salve [power 37]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 162% efficiency and 54% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (37% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() inquisitor's pouch of voratun shots (Nightmares) (22/22, 174% power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 174% Range: 1.2x Uses stat: 138% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon crit: * burns latent spell energy Damage (Ranged): +25 manaburn arcane Curse of Nightmares Shots are used with slings to pummel your foes to death. |
![]() pouch of voratun shots 'Galevice' (Shrouds) (21/21, 175% power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 175% Range: 1.2x Uses stat: 138% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 Turns elapse between self-loadings: 2 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +56 lightning / +42 physical / +16 mind / +8 nature Burst (radius 1) on hit: +12 lightning / +25 fire / +20 nature Burst (radius 2) on crit: +8 nature Curse of Shrouds Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'belt' When attach to an other item: Heals you for 50 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Poison immunity: +40% Disease immunity: +40% Cut immunity: +40% Life regen: +4.00 Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 24 darkness / 26 acid Changes resistances: +20% mind Changes damage: +36% blight / +24% darkness / +40% arcane Talent cooldown: Silence (-2 turns) Talent granted: +8 Silence Curse of Shrouds It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 145 for 7 turns, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 10 hate. 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
Achievements
By Twoshield the Dwarf Adventurer level 78
17th Dearth 122nd year of Ascendancy at 04:07 see stats
By Twoshield the Dwarf Adventurer level 34
36th Profit 122nd year of Ascendancy at 09:45 see stats
By Twoshield the Dwarf Adventurer level 36
42nd Profit 122nd year of Ascendancy at 21:14 see stats
By Twoshield the Dwarf Adventurer level 36
42nd Profit 122nd year of Ascendancy at 05:26 see stats
By Twoshield the Dwarf Adventurer level 52
17th Wealth 122nd year of Ascendancy at 18:20 see stats
By Twoshield the Dwarf Adventurer level 28
24th Profit 122nd year of Ascendancy at 00:02 see stats
By Twoshield the Dwarf Adventurer level 54
19th Wealth 122nd year of Ascendancy at 21:42 see stats
By Twoshield the Dwarf Adventurer level 37
1st Wealth 122nd year of Ascendancy at 07:37 see stats
By Twoshield the Dwarf Adventurer level 16
4th Profit 122nd year of Ascendancy at 06:22 see stats
By Twoshield the Dwarf Adventurer level 33
33rd Profit 122nd year of Ascendancy at 06:37 see stats
By Twoshield the Dwarf Adventurer level 45
9th Wealth 122nd year of Ascendancy at 18:42 see stats
By Twoshield the Dwarf Adventurer level 60
27th Wealth 122nd year of Ascendancy at 03:21 see stats
By Twoshield the Dwarf Adventurer level 71
12nd Dearth 122nd year of Ascendancy at 15:05 see stats
By Twoshield the Dwarf Adventurer level 94
23rd Dearth 122nd year of Ascendancy at 12:32 see stats
By Twoshield the Dwarf Adventurer level 105
31st Dearth 122nd year of Ascendancy at 22:19 see stats
By Twoshield the Dwarf Adventurer level 10
25th Voratun 122nd year of Ascendancy at 17:59 see stats
By Twoshield the Dwarf Adventurer level 20
9th Profit 122nd year of Ascendancy at 06:40 see stats
By Twoshield the Dwarf Adventurer level 30
27th Profit 122nd year of Ascendancy at 05:10 see stats
By Twoshield the Dwarf Adventurer level 40
3rd Wealth 122nd year of Ascendancy at 10:09 see stats
By Twoshield the Dwarf Adventurer level 50
16th Wealth 122nd year of Ascendancy at 23:28 see stats
By Twoshield the Dwarf Adventurer level 92
22nd Dearth 122nd year of Ascendancy at 02:32 see stats
By Twoshield the Dwarf Adventurer level 36
43rd Profit 122nd year of Ascendancy at 07:26 see stats
By Twoshield the Dwarf Adventurer level 12
27th Voratun 122nd year of Ascendancy at 08:08 see stats
By Twoshield the Dwarf Adventurer level 60
27th Wealth 122nd year of Ascendancy at 08:10 see stats
By Twoshield the Dwarf Adventurer level 37
1st Wealth 122nd year of Ascendancy at 11:29 see stats
By Twoshield the Dwarf Adventurer level 29
25th Profit 122nd year of Ascendancy at 06:08 see stats
Log
Twoshield picks up ( .): fearforged stralite mail armour of command (Shrouds) (17 def, 17 armour).
Twoshield picks up (O.): flaming stralite longsword of evisceration (Madness) (151% power, 5 apr).
Twoshield picks up ( .): dreamer's pair of drakeskin leather boots of strife (Corpses) (0 def, 5 armour).
Twoshield picks up ( .): Bolttrencher (Nightmares) (0 def, 15 armour).
Twoshield picks up ( .): hardened voratun mail armour of stability (Corpses) (5 def, 20 armour).
Twoshield picks up (I.): sneakthief's stralite ring of the mind (+18%) (Corpses).
Twoshield picks up ( .): wintry dwarven-steel shield of crushing (Nightmares) (8 def, 2 armour, 100% power, 78.5 block).
Twoshield picks up (0.): flaming dwarven-steel steamsaw of purging (Corpses) (139% power, 14 apr).
Talent Rune: Shielding is ready to use.
Deadly Poison from Mayonor the wolf hits Twoshield for (10 to time), 0 nature (0 total damage).
Twoshield is no longer poisoned.
Twoshield deactivates Arcane Combat.
Twoshield deactivates Chant of Fortitude.
Twoshield deactivates Beyond the Flesh.
Twoshield deactivates Shadow Combat.
Twoshield deactivates Essence of Speed.
Twoshield deactivates Second Life.
Twoshield deactivates Weapon of Wrath.
Twoshield deactivates Arcane Feed.
Twoshield deactivates Crystalline Focus.
Twoshield deactivates Stone Skin.
Twoshield deactivates Abyssal Shield.
Twoshield deactivates Hardened Core.
Twoshield deactivates Shadow Feed.
Twoshield deactivates Shards.
Twoshield deactivates Weapon of Light.
Twoshield deactivates Reality Smearing.