Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 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. No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Adventuring Party 1.4.9Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Orcs |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Orc |
| Class | Adventurer |
| Level / Exp | 231 / 52% |
| Size | big |
| Lifes / Deaths | Killed by Nektosh the One-Horned at level 16 on the 37th Retaking 124th year of Ascendancy at 08:42 5 / 2Killed by greater multi-hued wyrm at level 23 on the 8th Revenge 124th year of Ascendancy at 20:13 |
Primary Stats
| Strength | 520.40025969667 (base 203) |
| Dexterity | 607.8005193933 (base 120) |
| Constitution | 347.80051939333 (base 240) |
| Magic | 355.40025969667 (base 240) |
| Willpower | 223.80051939334 (base 120) |
| Cunning | 488.80051939332 (base 216) |
Resources
| Equilibrium | 25 |
| Mana | 2444/2444 |
| Psi | 1823/1823 |
| Vim | 1020/1020 |
| Life | 7965/7965 |
| Positive | 658/740 |
| Stamina | 2306/2306 |
| Psi_feedback | 0/200 |
| Healing Factor | 1.9245383983 |
| Regeneration | 1064.5290778536 |
Speed
| Mental | +22.894427191% |
| Attack | +12.894427191% |
| Movement | +51.955868885% |
| Spell | 0% |
| Global | +174.24309884239% |
Vision
| Sight | 13 |
| Lite | 14 |
| Infravision | 17 |
| See Stealth | 25 |
| See Invisible | 47.800519393333 |
| ESP Range | 20 |
| ESP Kinds | humanoid, humanoid/orc, dragon, demon/major, demon/minor, giant |
Offense: Mainhand
| Damage | 1642 |
| Accuracy | 189 |
| Crit Chance | 342% |
| APR | 187 |
| Speed | 0.39 |
Offense: Offhand
| Damage | 2312 |
| Accuracy | 189 |
| Crit Chance | 338% |
| APR | 187 |
| Speed | 0.39 |
Offense: Spell
| Spellpower | 184 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 114 |
| Crit Chance | 100% |
| Speed | 0.8857833153342 |
Offense: Damage Bonus
| All | +12% |
Offense: Damage Penetration
| All | +17% |
Defense: Base
| Armour (hardiness) | 280.83360883607 (100%) |
| Defense | 162 |
| Ranged Defense | 164 |
| Fatigue | 0 |
| Physical Save | 149.84 |
| Spell Save | 117.08 |
| Mental Save | 128 |
Defense: Resistances
| All | + 81%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 72% |
| Fear Resistance | 41% |
| Poison Resistance | 92% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 89% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 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 77 for 10 turns. While Heroism is active, you will only die when reaching -2473 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2234 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3010% for 10 turns and instantly restoring 150 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 482% efficiency and cooldown mod of 56%. 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 2469% 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 Dexterity stat. |
Class Talents
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 7/5 |
| 1/5 |
| 5/5 |
| Psionic / Solipsism | 1.20 |
| 23/5 |
| 1/5 |
| 23/5 |
| 23/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 5/5 |
| 22/5 |
| 11/5 |
| 5/5 |
| Technique / Weapon forging | 1.20 |
| 5/5 |
| 23/5 |
| 23/5 |
| 13/5 |
| Technique / Forgeknight combat expertise | 1.00 |
| 1/5 |
| 18/5 |
| 11/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
| 6/5 |
| 1/5 |
| 23/5 |
| 23/5 |
| Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 22/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 5/5 |
| 17/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.20 |
| 22/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Armor forging | 1.20 |
| 5/5 |
| 23/5 |
| 23/5 |
| 16/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 23/5 |
| 5/5 |
| 21/5 |
| Steamtech / Sawmaiming | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 1/5 |
| 1/5 |
| 15/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 10/5 |
| 1/5 |
| 1/5 |
| 23/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.00 |
| 10/5 |
| 1/5 |
| 11/5 |
| 0/5 |
| Technique / Magical combat | 1.20 |
| 13/5 |
| 23/5 |
| 23/5 |
| 23/5 |
| Corruption / Reaving combat | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
| Spell / Fire | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 23/5 |
| 1/5 |
| 5/5 |
| Cunning / Lethality | 1.00 |
| 12/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.00 |
| 12/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.00 |
| 7/5 |
| 17/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 6/5 |
| Cunning / Survival | 1.00 |
| 12/5 |
| 1/5 |
| 12/5 |
| 2/5 |
| Steamtech / Engineering | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 10/5 |
| Technique / Combat training | 1.60 |
| 12/5 |
| 12/5 |
| 12/5 |
| 13/5 |
| 0/5 |
| Adventure / Partner | 1.00 |
| 0/50 |
| 0/50 |
| 0/50 |
| 0/2 |
| 0/2 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Forger's endurance | 1.20 |
| 23/5 |
| 18/5 |
| 23/5 |
| 15/5 |
| Wild-gift / Call of the wild | 1.10 |
| 5/5 |
| 13/5 |
| 13/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 23/5 |
| Steamtech / Chemistry | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 11/5 |
| 5/5 |
| 22/5 |
| Steamtech / Physics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed aura | 1.20 |
| 22/5 |
| 22/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 11/5 |
| 1/5 |
| 10/5 |
| 5/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 11/5 |
| 13/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 6/5 |
| 10/5 |
| 10/5 |
| 6/5 |
| Spell / Conveyance | 1.00 |
| 7/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 14/5 |
| 1/5 |
| 10/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Arcane Combat |
| talent | Wild Growth |
| talent | Mitosis |
| talent | Augmentation |
| talent | Crystalline Focus |
| talent | Arcane Power |
| talent | Lacerating Strikes |
| talent | Stone Skin |
| talent | Lucid Dreamer |
| talent | Beyond the Flesh |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 8.4)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +25% critical damage, +26% off-hand weapon damage Power 2+: -1 Luck, +15 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 8.3% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | Countering melee attacks: Has a 90% chance to get an automatic counter attack when avoiding a melee attack. (4.4 counters remaining) Counter Attacking |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 9.4): 5%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 9% when tested. Power 1+: Removed from Reality: +10 Physical Resistance, +8 Maximum Physical Resistance Power 2+: -1 Luck, +17 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 23 air and an additional 8 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 5%) of triggering a radius 15 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 | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 7.4)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 4%) for 4 turns. Power 1+: Nightwalker: +29 Darkness Resistance, +14% Max Darkness Resistance, +16 See Invisible Power 2+: -1 Luck, +13 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 32% 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 32% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 10.4)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +22% damage against the undead. Power 2+: -1 Luck, +10 Strength, +10 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 11. Power 4+: Reprieve from Death: Humanoids you slay have a 53% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A flow of life spins around the target, regenerating 446.87 life per turn. Regeneration |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+32% resist all). Shroud of Passing |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+74% global speed). Clarity |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | Parrying melee attacks: Has a 70% chance to deflect up to 1436 damage from the next 6.2 attack(s). Parrying |
| detrimental effect | Zone-wide effect: The flames of the Fearscape increase all fire and blight damage by 10%, but the weird gravity reduces knockback resistance by 20%. Fearscape Zone |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.4)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +12 Defense, +6 Ranged Defense Power 2+: -1 Luck, +11 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+48% chance to avoid traps). Power 4+: Unfortunate End: There is a 36% chance that the damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| Psionic focus | reforged Islodata the Firekin (Madness) (Corpses) (223.5-335.25 power, 52 apr) reforged Islodata the Firekin (Madness) (Corpses) (223.5-335.25 power, 52 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 223.5 - 335.2 Uses stat: 229% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +120 Armour Penetration: +52 Physical crit. chance: +27.0% Attack speed: 192% When this weapon hits: Manathrust (15% chance level 4). On weapon hit: * 40% chance to corrode armour * 80% chance to disease * flashes light on your target dealing 313 damage On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 acid / +236 physical / +236 mind / +278 cold / +4 arcane Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +4 acid When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour * 20% chance to disease Damage when hit (Melee): 16 acid / 4 blight Changes resistances: +21% acid / +14% arcane / +9% blight Changes resistances penetration: +20% acid / +24% fire / +24% lightning / +24% cold Changes damage: +3% fire / +117% arcane / +105% cold Talent granted: +5 Pulverizing Auger Critical mult.: +15.00% Curse of Corpses Massive two-handed mauls. |
| Quiver | sentry's quiver of dragonbone arrows of crippling (Corpses) (50/50, 66.5-93.1 power, 28 apr) sentry's quiver of dragonbone arrows of crippling (Corpses) (50/50, 66.5-93.1 power, 28 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 66.5 - 93.1 Uses stats: 61% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +28 Physical crit. chance: +16.0% Capacity: 50 Turns elapse between self-loadings: 2 On weapon crit: * cripple the target When wielded/worn: Talent granted: +5 Voltaic Shell Curse of Corpses Arrows are used with bows to pierce your foes to death. |
| On hands | Getesazor the Skywaker (Shrouds) (0 def, 4 armour) Getesazor the Skywaker (Shrouds) (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Armour: +4 Damage when hit (Melee): 16 fire Changes stats: +10 Dex / +12 Mag / +15 Wil / +14 Cun / +7 Con Changes damage: +9% blight / +6% lightning / +11% arcane / +6% mind Talent granted: +5 Iron Grip Critical mult.: +15.00% Reduces incoming crit damage: 10.00% Physical save: +35 (+3 eff.) Spell save: +12 (+1 eff.) Mental save: +68 (+10 eff.) Disarm immunity: +150% Curse of Shrouds It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Eldritch Pearl (Corpses) Eldritch Pearl (Corpses)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 Curse of Corpses It can be used to activate talent Tidal Wave (costing 72 power out of 150/150) : Effective talent level: 4.0 Power cost: 72 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 6, doing 183.47 cold damage and 247.01 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 11 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. |
| On head | masterforged voratun helm (Corpses) (10 def, 34.5 armour) masterforged voratun helm (Corpses) (10 def, 34.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +34 Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +15 Str / +17 Dex / +6 Cun / +6 Con Changes resistances: +20% mind / +20% fire / -40% light / +20% darkness Changes damage: +10% all Talent mastery: +0.10 Wild-gift / Call of the wild Talent granted: +4 Track Mental save: +95 (+13 eff.) Blindness immunity: +41% Confusion immunity: +41% Fear immunity: +41% Life regen: +7.90 Stamina each turn: +3.00 Maximum stamina: +172.00 Spell crit. chance: +5% Mental crit. chance: +5% Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Emelubrenn the Pusburst (Nightmares) (0 def, 6 armour) Emelubrenn the Pusburst (Nightmares) (0 def, 6 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +6 Fatigue: +5% Effects on melee hit: * Slows global speed by 60% * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 nature / 16 temporal Changes stats: +9 Dex / +3 Mag / +7 Wil / +13 Con / +18 Lck Changes resistances: +12% acid Changes resistances penetration: +15% acid / +7% physical Changes damage: +6% temporal Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +15 Physical save: +18 (+1 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mindpower: +9 (+2 eff.) Light radius: +4 Movement speed: +20% Curse of Nightmares It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 97 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Tool | Rhyharadas the voratun pickaxe (Madness) (dig speed 5 turns) Rhyharadas the voratun pickaxe (Madness) (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +12.0% Physical power: +10 (+1 eff.) Defense: +12 (+2 eff.) Ranged Defense: +10 (+1 eff.) Changes stats: +15 Str / +5 Mag / +14 Wil Changes resistances: +9% cold / +9% temporal / +6% nature / +2% physical Critical mult.: +20.00% Physical save: +7 (+0 eff.) Confusion immunity: +15% Pinning immunity: +15% Psi when hit: +0.08 Maximum life: +34.00 Maximum stamina: +30.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +15% Light radius: +2 Infravision radius: +2 Defense after a teleport: +30 Resist all after a teleport: +12% New effects duration reduction after a teleport: +60% When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Venomstrike the voratun ring (Nightmares) Venomstrike the voratun ring (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Damage when hit (Melee): 8 nature / 12 blight Changes stats: +12 Dex / +11 Cun / +19 Con Changes resistances: +6% acid Changes resistances penetration: +25% arcane / +10% acid Changes damage: +24% blight / +6% temporal Physical save: +24 (+2 eff.) Spell save: +37 (+4 eff.) Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum stamina: +40.00 Spell crit. chance: +3% Curse of Nightmares Rings can have magical properties. |
| On fingers | voratun ring 'Runogar' (Madness) voratun ring 'Runogar' (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +24 (+5 eff.) Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 28% chance to blind Changes stats: +9 Mag / +21 Cun / +3 Con Changes resistances: +6% acid / +9% nature Changes resistances penetration: +15% physical Changes damage: +6% physical Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Confusion immunity: +25% Stun/Freeze immunity: +30% Life regen: +0.60 Spellpower: +14 (+1 eff.) Curse of Madness Rings can have magical properties. |
| Around neck | Breezekill the voratun amulet (Corpses) Breezekill the voratun amulet (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Damage when hit (Melee): 12 nature / 16 blight Changes stats: +12 Str / +12 Dex / +21 Wil / +18 Cun Changes resistances penetration: +20% blight Changes damage: +7% physical Grants telepathy: Demon/Minor Demon/Major Mental save: +7 (+1 eff.) Equilibrium when hit: +0.08 Maximum psi: +20.00 Combat speed: +10% Heals friendly targets nearby when you use a nature summon: +20 Curse of Corpses Amulets can have magical properties. |
| In main hand | reforged voratun waraxe 'Ulfaleg' (Nightmares) (Misfortune) (149-208.6 power, 58 apr) reforged voratun waraxe 'Ulfaleg' (Nightmares) (Misfortune) (149-208.6 power, 58 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 149.0 - 208.6 Uses stat: 230% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +132 Armour Penetration: +58 Physical crit. chance: +33.0% Attack speed: 208% On weapon hit: * 20% chance to disease * flashes light on your target dealing 220 damage Damage (Melee): +185 acid / +185 arcane / +185 cold Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +28 blight When wielded/worn: Accuracy: +14 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 blight / 20 mind Changes stats: +9 Dex / +5 Wil / +4 Cun Changes resistances: +10% all Changes resistances penetration: +15% nature / +15% temporal Changes damage: +12% blight / +82% physical / +82% acid Grants telepathy: Humanoid/Orc Talent granted: +4 Deadly Strikes Critical mult.: +15.00% Maximum hate: +4.00 Maximum psi: +30.00 Mental crit. chance: +3% Curse of Misfortune One-handed war axes. |
| Around waist | Getelarig the Lightoath (Nightmares) Getelarig the Lightoath (Nightmares) Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +34.0% Changes stats: +21 Dex / +21 Cun / +12 Lck Changes resistances: +9% lightning / +3% temporal / +3% light / +6% blight / +15% fire / +8% arcane Changes damage: +10% all Trap disarming bonus: +30 Stealth bonus: +15 Spell save: +14 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +24% Light radius: +1 Infravision radius: +6 Curse of Nightmares A belt that goes around your waist. |
| In off hand | reforged Firequarry the voratun mace (Corpses) (Nightmares) (196-274.4 power, 58 apr) reforged Firequarry the voratun mace (Corpses) (Nightmares) (196-274.4 power, 58 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 196.0 - 274.4 Uses stat: 264% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +132 Armour Penetration: +58 Physical crit. chance: +29.0% Attack speed: 208% When this weapon hits: Distortion Wave (15% chance level 3). On weapon hit: * 15% chance to inflict damage reduction * flashes light on your target dealing 201 damage * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +281 nature / +281 mind / +281 darkness When wielded/worn: Physical crit. chance: +15.0% Changes resistances: +10% arcane Changes resistances penetration: +30% acid / +15% arcane Changes damage: +123% lightning / +123% temporal Grants telepathy: All Talent granted: +4 Ruin Critical mult.: +15.00% Mindpower: +22 (+4 eff.) Curse of Nightmares Blunt and deadly. |
| Cloak | battlemaster's elven-silk cloak of mindcraft (Shrouds) (4 def, 0 armour) battlemaster's elven-silk cloak of mindcraft (Shrouds) (4 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +7 Str / +7 Dex / +7 Wil / +7 Cun / +7 Con Changes resistances: +25% nature / +25% cold Talent mastery: +0.40 Technique / Combat training Spell save: -34 (-3 eff.) Stamina each turn: +0.80 Mana each turn: -0.47 Mental crit. chance: +8% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reforged voratun plate armour 'Sootmoon' (Corpses) (Madness) (27.5 def, 116 armour) reforged voratun plate armour 'Sootmoon' (Corpses) (Madness) (27.5 def, 116 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +116 Defense: +27 (+5 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to corrode armour * 10% chance to gain 10% of a turn Damage when hit (Melee): 28 darkness / 24 acid Changes stats: +30 Str / +20 Dex / +19 Mag / +6 Wil / +28 Cun / +22 Con Changes resistances: +15% physical / +20% darkness / +36% blight / +42% fire / +36% light Changes resistances penetration: +10% darkness / +5% fire Changes damage: +3% darkness / +3% fire Talent cooldown: Track (-2 turns) Talents granted: +1 Power Catalyst: Mind +5 Nature's Touch Reduces incoming crit damage: 10.00% Physical save: +167 (+14 eff.) Mental save: +25 (+3 eff.) Cut immunity: +73% Pinning immunity: +73% Stun/Freeze immunity: +73% Life regen: +18.90 Maximum life: +1106.00 Light radius: +2 See invisible: +6 Curse of Madness A suit of armour made of metal plates. |
Inventory
medical injector implant of the psychic (efficiency 310% / cooldown 67%) medical injector implant of the psychic (efficiency 310% / cooldown 67%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 310% efficiency and cooldown mod of 67%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 581% / cooldown 51%) medical injector implant of the sneak (efficiency 581% / cooldown 51%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 581% efficiency and cooldown mod of 51%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 460% / cooldown 68%) medical injector implant of the titan (efficiency 460% / cooldown 68%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 460% efficiency and cooldown mod of 68%. 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.. |
medical injector implant of the titan (efficiency 526% / cooldown 64%) medical injector implant of the titan (efficiency 526% / cooldown 64%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 526% efficiency and cooldown mod of 64%. 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.. |
steam generator implant of the psychic (steam 27) steam generator implant of the psychic (steam 27)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 27 steam per turn. Can be activated for an instant burst of 138 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 26) steam generator implant of the titan (steam 26)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 26 steam per turn. Can be activated for an instant burst of 134 steam. 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.. |
healing infusion of the titan (heal 870) healing infusion of the titan (heal 870)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 870 and cleanse 1 wound and poison effect. 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. |
healing infusion of the warrior (heal 1334) healing infusion of the warrior (heal 1334)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1334 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the warrior (heal 1276) healing infusion of the warrior (heal 1276)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1276 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+76 for 13 turns, die at -2729) heroism infusion of the sneak (+76 for 13 turns, die at -2729)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 76 for 13 turns. While Heroism is active, you will only die when reaching -2729 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (712% speed; 9 turns) movement infusion (712% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% 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. |
movement infusion of the sneak (1829% speed; 5 turns) movement infusion of the sneak (1829% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1829% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (2022% speed; 7 turns) movement infusion of the sneak (2022% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 2022% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (1630% speed; 9 turns) movement infusion of the titan (1630% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1630% 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 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. |
movement infusion of the titan (1575% speed; 9 turns) movement infusion of the titan (1575% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1575% 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 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. |
movement infusion of the warrior (2253% speed; 9 turns) movement infusion of the warrior (2253% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 2253% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (2273% speed; 9 turns) movement infusion of the warrior (2273% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 2273% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 2568 over 5 turns) regeneration infusion of the duelist (heal 2568 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2568 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 2580 over 5 turns) regeneration infusion of the duelist (heal 2580 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2580 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 925 over 5 turns) regeneration infusion of the psychic (heal 925 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 925 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 2175 over 5 turns) regeneration infusion of the sneak (heal 2175 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2175 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 1527 over 5 turns) regeneration infusion of the titan (heal 1527 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1527 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 1436 over 5 turns) regeneration infusion of the wizard (heal 1436 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1436 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. |
regeneration infusion of the wizard (heal 1722 over 5 turns) regeneration infusion of the wizard (heal 1722 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1722 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. |
regeneration infusion of the wizard (heal 1285 over 5 turns) regeneration infusion of the wizard (heal 1285 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1285 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. |
regeneration infusion of the wizard (heal 1391 over 5 turns) regeneration infusion of the wizard (heal 1391 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1391 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. |
Elixir of Corrupted Essence Elixir of Corrupted EssencePowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent mixture can open the mind to manipulate life force to control negative magical energies. |
controlled phase door rune of the sneak (range 34) controlled phase door rune of the sneak (range 34)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 34. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the titan (1242 fire damage) heat beam rune of the titan (1242 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 1242.84 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the sneak (3489 lightning damage) lightning rune of the sneak (3489 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 1163.25 to 3489.76 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (3500 lightning damage) lightning rune of the warrior (3500 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 1166.84 to 3500.51 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (3173 lightning damage) lightning rune of the warrior (3173 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 1057.88 to 3173.65 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (2687% regen over 10 turns; 134 instant mana) manasurge rune of the sneak (2687% regen over 10 turns; 134 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2687% for 10 turns and instantly restoring 134 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (3544% regen over 10 turns; 177 instant mana) manasurge rune of the sneak (3544% regen over 10 turns; 177 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3544% for 10 turns and instantly restoring 177 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (3318% regen over 10 turns; 165 instant mana) manasurge rune of the sneak (3318% regen over 10 turns; 165 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3318% for 10 turns and instantly restoring 165 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (3299% regen over 10 turns; 164 instant mana) manasurge rune of the warrior (3299% regen over 10 turns; 164 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3299% for 10 turns and instantly restoring 164 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 2215 for 8 turns) shielding rune of the duelist (absorb 2215 for 8 turns)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: 23 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 2215 damage for 8 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 2159 for 6 turns) shielding rune of the duelist (absorb 2159 for 6 turns)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: 23 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 2159 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 721 for 5 turns) shielding rune of the psychic (absorb 721 for 5 turns)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: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 721 damage for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 1603 for 4 turns) shielding rune of the sneak (absorb 1603 for 4 turns)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: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1603 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
5 schematic: Fiery Salve 5 schematic: Fiery SalveRequires: - 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. |
4 schematic: Focus Lens 4 schematic: Focus LensRequires: - 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. |
3 schematic: Headlamp 3 schematic: HeadlampRequires: - 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. |
2 schematic: Healing Salve 2 schematic: Healing SalveRequires: - 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. |
6 schematic: Kinetic Stabiliser 6 schematic: Kinetic StabiliserRequires: - 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. |
6 schematic: Moss Tread 6 schematic: Moss TreadRequires: - 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. |
6 schematic: Steamgun 6 schematic: SteamgunRequires: - 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. |
4 schematic: Waterproof Coating 4 schematic: Waterproof CoatingRequires: - 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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Arafast the Taintsnake (Misfortune) Arafast the Taintsnake (Misfortune)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Effects on melee hit: * Slows global speed by 45% * 45% chance to daze Damage when hit (Melee): 12 light Changes resistances: +9% lightning / +3% temporal / +15% light / +15% fire / +6% cold / +6% nature / +9% darkness Changes resistances penetration: +20% nature / +10% light Changes damage: +9% nature Talent mastery: +0.36 Chronomancy / Temporal Combat Critical mult.: +19.00% Spell save: +12 (+1 eff.) Curse of Misfortune Amulets can have magical properties. |
Choker of Dread (Nightmares) Choker of Dread (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 Curse of Nightmares It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
Duathelqueen (Misfortune) Duathelqueen (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 4 mind Changes resistances: +6% mind / +3% darkness Changes resistances penetration: +10% darkness Changes damage: +12% darkness Life regen: +3.00 Curse of Misfortune Amulets can have magical properties. |
Feathersteel Amulet (Misfortune) Feathersteel Amulet (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Misfortune The weight of the world seems a little lighter with this amulet around your neck. |
Fiery Choker (Misfortune) Fiery Choker (Misfortune)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 Misfortune A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Gardanion, the Light of God (Corpses) Gardanion, the Light of God (Corpses)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+3 eff.) Spellpower: +40 (+4 eff.) Mindpower: +40 (+7 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+5 eff.) Curse of Corpses "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Hellreek the voratun amulet (Corpses) Hellreek the voratun amulet (Corpses)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +6 Wil / +7 Cun / +10 Con Changes resistances: +12% mind / +9% fire / +6% darkness / +2% physical Changes damage: +10% physical Physical save: +6 (+0 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +20% Poison immunity: +10% Confusion immunity: +25% Stun/Freeze immunity: +5% Teleport immunity: +15% Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +20.00 Mindpower: +21 (+4 eff.) Combat speed: +10% Heals friendly targets nearby when you use a nature summon: +40 Damage Shield penetration: +30% Curse of Corpses Amulets can have magical properties. |
enraging stralite amulet of murder (Corpses) enraging stralite amulet of murder (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Changes damage: +9% physical Critical mult.: +18.00% Combat speed: +10% Curse of Corpses Amulets can have magical properties. |
enraging voratun amulet of mastery (0.40 Wild-gift / Summoning (augmentation)) (Misfortune) enraging voratun amulet of mastery (0.40 Wild-gift / Summoning (augmentation)) (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes damage: +9% physical Talent mastery: +0.40 Wild-gift / Summoning (augmentation) Combat speed: +10% Curse of Misfortune Amulets can have magical properties. |
restful steel amulet of the eclipse (Misfortune) restful steel amulet of the eclipse (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 7% chance to inflict damage reduction * 7% chance to blind Changes damage: +5% light / +5% darkness Life regen: +1.10 Curse of Misfortune Amulets can have magical properties. |
restful voratun amulet of murder (Shrouds) restful voratun amulet of murder (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Fatigue: -10% Critical mult.: +15.00% Life regen: +4.50 Curse of Shrouds Amulets can have magical properties. |
serendipitous voratun amulet of constitution (+16) (Corpses) serendipitous voratun amulet of constitution (+16) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +20 (+4 eff.) Changes stats: +16 Lck / +8 Con Reduce all damage from unseen attackers: 20% Curse of Corpses Amulets can have magical properties. |
serendipitous voratun amulet of manastreaming (Shrouds) serendipitous voratun amulet of manastreaming (Shrouds)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +18 (+3 eff.) Changes stats: +20 Lck / +6 Mag Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Reduce all damage from unseen attackers: 18% Curse of Shrouds Amulets can have magical properties. |
wanderer's voratun amulet (Madness) wanderer's voratun amulet (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +8 Dex / +10 Cun / +10 Con Life regen: +1.50 Stamina each turn: +1.50 Movement speed: +10% Curse of Madness Amulets can have magical properties. |
Chorion (Shrouds) Chorion (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +2 Dex Changes resistances: +24% acid Changes damage: +12% acid Reduces incoming crit damage: 15.00% Maximum life: +20.00 Curse of Shrouds Rings can have magical properties. |
Duskrend the voratun ring (Nightmares) Duskrend the voratun ring (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 28 blight Changes stats: +7 Dex Changes resistances: +20% mind Changes resistances penetration: +10% arcane / +10% blight Changes damage: +20% mind / +9% blight Reduces incoming crit damage: 10.00% Light radius: +4 Infravision radius: +2 Curse of Nightmares Rings can have magical properties. |
Ring of Lost Love (Misfortune) Ring of Lost Love (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Dex / +6 Wil / +6 Cun / -10 Lck Changes resistances: +25% mind / +10% all Changes damage: +10% all Change telepathy range by : +10 Grants telepathy: Humanoid Giant You feel something is very wrong with this ring. Curse of Misfortune This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
The Black Ring (Madness) The Black Ring (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Madness "An innocuous bauble. Until you look through the hole." |
conjurer's voratun ring of speed (Shrouds) conjurer's voratun ring of speed (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +8 Mag / +8 Wil Spellpower: +14 (+1 eff.) 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 36 cooldown : Effective talent level: 2.4 Power cost: 36 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 26% for 5 turns. Rings can have magical properties. |
gladiator's stralite ring of blinding strikes (Shrouds) gladiator's stralite ring of blinding strikes (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+1 eff.) Effects on melee hit: * 30% chance to blind Effects on ranged hit: * 26% chance to blind Changes stats: +9 Str / +9 Con Curse of Shrouds Rings can have magical properties. |
gold ring 'Noonking' (Shrouds) gold ring 'Noonking' (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +10 (+2 eff.) Fatigue: -4% Changes stats: +6 Mag / +6 Wil Changes resistances: +3% light Changes resistances penetration: +25% light Changes damage: +9% acid Maximum encumbrance: +24 Spellpower: +8 (+1 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
marksman's voratun ring of life (Shrouds) marksman's voratun ring of life (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Changes stats: +10 Dex Life regen: +1.80 Maximum life: +100.00 Healing mod.: +28% Curse of Shrouds Rings can have magical properties. |
mule's steel ring of perseverance (Nightmares) mule's steel ring of perseverance (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +24 Stun/Freeze immunity: +20% Life regen: +0.80 Curse of Nightmares Rings can have magical properties. |
mule's voratun ring of blinding strikes (Madness) mule's voratun ring of blinding strikes (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 32% chance to blind Effects on ranged hit: * 35% chance to blind Maximum encumbrance: +40 Curse of Madness Rings can have magical properties. |
pixie's stralite ring of misery (Misfortune) pixie's stralite ring of misery (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +15 Cun / +7 Mag Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +9 (+1 eff.) Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
psionicist's stralite ring of clarity (Madness) psionicist's stralite ring of clarity (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +14 (+2 eff.) Confusion immunity: +20% Curse of Madness Rings can have magical properties. |
savage's voratun ring of perseverance (Corpses) savage's voratun ring of perseverance (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Spell save: +20 (+3 eff.) Stun/Freeze immunity: +50% Life regen: +4.80 Maximum stamina: +35.00 Curse of Corpses Rings can have magical properties. |
sneakthief's voratun ring of tenacity (Madness) sneakthief's voratun ring of tenacity (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +10 Cun / +8 Dex Disarm immunity: +47% Pinning immunity: +42% Knockback immunity: +50% Maximum life: +38.00 Curse of Madness Rings can have magical properties. |
solipsist's stralite ring of life (Misfortune) solipsist's stralite ring of life (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Wil Life regen: +1.70 Maximum life: +85.00 Mindpower: +13 (+2 eff.) Healing mod.: +26% Curse of Misfortune Rings can have magical properties. |
solipsist's voratun ring (Misfortune) solipsist's voratun ring (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Wil Mindpower: +15 (+3 eff.) Curse of Misfortune Rings can have magical properties. |
solipsist's voratun ring of misery (Shrouds) solipsist's voratun ring of misery (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +17 Cun / +8 Wil Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mindpower: +15 (+3 eff.) Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 37%. Rings can have magical properties. |
steel ring of perseverance (Madness) steel ring of perseverance (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +23% Life regen: +1.30 Curse of Madness Rings can have magical properties. |
steel ring of tenacity (Shrouds) steel ring of tenacity (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +22% Pinning immunity: +28% Knockback immunity: +20% Maximum life: +20.00 Curse of Shrouds Rings can have magical properties. |
titan's gold ring of sensing (Misfortune) titan's gold ring of sensing (Misfortune)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+0 eff.) Blindness immunity: +34% Infravision radius: +4 See stealth: +8 See invisible: +8 Curse of Misfortune Rings can have magical properties. |
voratun ring (Nightmares) voratun ring (Nightmares)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Nightmares Rings can have magical properties. |
voratun ring (Shrouds) voratun ring (Shrouds)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Shrouds Rings can have magical properties. |
voratun ring (Shrouds) voratun ring (Shrouds)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Shrouds Rings can have magical properties. |
wizard's copper ring of darkness (+22%) (Shrouds) wizard's copper ring of darkness (+22%) (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +6 (+0 eff.) Curse of Shrouds Rings can have magical properties. |
wizard's gold ring of life (Corpses) wizard's gold ring of life (Corpses)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Spell save: +10 (+1 eff.) Life regen: +0.70 Maximum life: +66.00 Healing mod.: +21% Curse of Corpses Rings can have magical properties. |
wizard's voratun ring of misery (Misfortune) wizard's voratun ring of misery (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 20 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun / +10 Mag Spell save: +20 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 28%. Rings can have magical properties. |
Silent Blade (Misfortune) (25-32.5 power, 10 apr) Silent Blade (Misfortune) (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stat: 102% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) Curse of Misfortune A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (Nightmares) (25-32.5 power, 10 apr) Umbral Razor (Nightmares) (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 100% Cun, 10% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Curse of Nightmares It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 369.64 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
The Black Maul (Madness) (70-105 power, 15 apr) The Black Maul (Madness) (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 159% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+3 eff.) Physical power: +12 (+1 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. Curse of Madness It can be used to activate talent Reckless Strike (costing 23 power out of 25/25) : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 254% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
masterforged voratun greatmaul (Misfortune) (210.1-315.15 power, 49 apr) masterforged voratun greatmaul (Misfortune) (210.1-315.15 power, 49 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 210.1 - 315.1 Uses stat: 226% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +114 Armour Penetration: +49 Physical crit. chance: +25.0% Attack speed: 182% When this weapon hits: Blinding Spores (15% chance level 3). On weapon hit: * 100% chance to corrode armour * 25% chance for lightning to arc to a second target On weapon crit: * project a beam of lightning Damage (Melee): +28 lightning / +217 light / +217 cold / +217 acid When wielded/worn: Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +12% acid Changes damage: +6% lightning / +96% nature / +96% acid Grants telepathy: All Talent granted: +5 Blindside Maximum hate: +10.00 Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +10 Curse of Misfortune Massive two-handed mauls. |
masterforged voratun greatmaul (Misfortune) (199.6-299.4 power, 44 apr) =Auger= masterforged voratun greatmaul (Misfortune) (199.6-299.4 power, 44 apr) =Auger=Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 199.6 - 299.4 Uses stat: 225% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +102 Armour Penetration: +44 Physical crit. chance: +23.0% Attack speed: 167% When this weapon hits: Stun (15% chance level 3). On weapon hit: * flashes light on your target dealing 192 damage On weapon crit: * wounds the target reducing their healing Damage (Melee): +197 fire / +197 arcane / +197 temporal When wielded/worn: Physical crit. chance: +17.0% Physical power: +19 (+2 eff.) Changes stats: +3 Str / +1 Wil / +3 Cun Changes resistances penetration: +15% blight Changes damage: +88% lightning / +88% blight Grants telepathy: All Talent granted: +5 Pulverizing Auger Critical mult.: +15.00% Mindpower: +4 (+1 eff.) Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +60 Curse of Misfortune Massive two-handed mauls. |
reforged Arthuleg the Satyrsteel (Corpses) (Misfortune) (161.7-242.55 power, 20 apr) reforged Arthuleg the Satyrsteel (Corpses) (Misfortune) (161.7-242.55 power, 20 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 161.7 - 242.5 Uses stat: 199% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +42 Armour Penetration: +20 Physical crit. chance: +14.0% Attack speed: 119% When this weapon hits: Drain (15% chance level 4). On weapon hit: * 42% chance to disease On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +121 acid / +39 blight / +100 fire / +4 arcane / +100 physical When wielded/worn: Physical crit. chance: +21.0% Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Dex / +2 Con Changes resistances: +5% arcane Changes damage: +55% nature / +46% darkness Talent granted: +5 Bone Grab Critical mult.: +6.00% Maximum mana: +40.00 Curse of Misfortune Massive two-handed mauls. |
reforged Brightkiss (Madness) (Corpses) (225.9-338.85 power, 56 apr) reforged Brightkiss (Madness) (Corpses) (225.9-338.85 power, 56 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 225.9 - 338.9 Uses stat: 235% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +132 Armour Penetration: +56 Physical crit. chance: +29.0% Attack speed: 208% When this weapon hits: Blinding Spores (15% chance level 3). On weapon hit: * 80% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +263 acid / +263 darkness / +263 cold Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +16 blight When wielded/worn: Physical power: +21 (+2 eff.) Armour: +10 Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +7 Con Changes resistances: +9% light / +6% cold / +3% mind / +14% all Changes resistances penetration: +10% acid / +20% physical / +21% nature Changes damage: +9% acid / +116% mind / +116% lightning Talent granted: +5 Acidic Spray Spell save: +26 (+3 eff.) Blindness immunity: +10% Cut immunity: +10% Disarm immunity: +30% Curse of Corpses Massive two-handed mauls. |
reforged Skysmasher (Shrouds) (144.5-216.75 power, 29 apr) reforged Skysmasher (Shrouds) (144.5-216.75 power, 29 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 144.5 - 216.8 Uses stat: 198% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +29 Physical crit. chance: +26.0% Attack speed: 114% When this weapon hits: Battle Call (15% chance level 3). Damage (Melee): +67 physical / +67 nature / +67 temporal Burst (radius 2) on crit: +75 physical / +75 fire When wielded/worn: Changes stats: +5 Cun / +5 Str Changes damage: +32% light / +32% mind Talent granted: +1 Rocket Smash Curse of Shrouds Massive two-handed mauls. |
reforged Xanunn the Aircast (Misfortune) (175.5-263.25 power, 28 apr) reforged Xanunn the Aircast (Misfortune) (175.5-263.25 power, 28 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 175.5 - 263.2 Uses stat: 208% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +60 Armour Penetration: +28 Physical crit. chance: +15.0% Attack speed: 132% When this weapon hits: Tidal Wave (10% chance level 3). On weapon hit: * 40% chance to daze * flashes light on your target dealing 180 damage On weapon crit: * wounds the target reducing their healing Damage (Melee): +139 lightning / +135 light / +4 blight / +44 mind / +135 temporal Burst (radius 1) on hit: +4 blight When wielded/worn: Physical crit. chance: +10.0% Physical power: +14 (+1 eff.) Effects on melee hit: * 30% chance to daze * 10% chance to disease Changes damage: +61% light / +61% darkness Talent granted: +3 Flameshock Critical mult.: +15.00% Curse of Misfortune Massive two-handed mauls. |
masterforged voratun greatsword (Misfortune) (134.5-215.2 power, 16 apr) masterforged voratun greatsword (Misfortune) (134.5-215.2 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 134.5 - 215.2 Uses stat: 186% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Curse of Defenselessness (15% chance level 3). On weapon hit: * 40% chance to gain 10% of a turn * 47% chance to cause random gloom Damage (Melee): +68 darkness / +99 mind / +68 nature Burst (radius 1) on hit: +4 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +5 Cun / +10 Wil Changes resistances: +9% fire Changes resistances penetration: +10% temporal Changes damage: +33% mind / +33% fire Talent granted: +4 Blindside Curse of Misfortune Massive two-handed swords. |
masterforged voratun greatsword (Misfortune) (204-326.4 power, 52 apr) masterforged voratun greatsword (Misfortune) (204-326.4 power, 52 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 204.0 - 326.4 Uses stat: 229% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +120 Armour Penetration: +52 Physical crit. chance: +29.0% Attack speed: 192% When this weapon hits: Realign (15% chance level 3). On weapon hit: * 20% chance to blind * 60% chance to gain 10% of a turn Damage (Melee): +233 temporal / +237 light / +233 fire Burst (radius 1) on hit: +4 light / +8 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Changes stats: +1 Str / +3 Mag / +2 Cun Changes damage: +103% lightning / +3% light / +103% blight Grants telepathy: Dragon Talent granted: +5 Slime Spit Critical mult.: +10.00% Mental save: +33 (+5 eff.) Equilibrium when hit: +0.04 Mindpower: +20 (+3 eff.) Curse of Misfortune Massive two-handed swords. |
reforged Golden Three-Edged Sword 'The Truth' (Corpses) (89.2-142.72 power, 21 apr) reforged Golden Three-Edged Sword 'The Truth' (Corpses) (89.2-142.72 power, 21 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 89.2 - 142.7 Uses stat: 192% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +21 Physical crit. chance: +15.0% Attack speed: 114% When this weapon hits: Perfect Strike (15% chance level 3). Damage (Melee): +67 cold / +116 light / +49 darkness When wielded/worn: Changes damage: +32% nature / +32% mind Talent granted: +2 Bone Grab Curse of Corpses Massive two-handed swords. |
reforged Umbrahue the voratun greatsword (Nightmares) (Madness) (215.8-345.28 power, 59 apr) reforged Umbrahue the voratun greatsword (Nightmares) (Madness) (215.8-345.28 power, 59 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 215.8 - 345.3 Uses stat: 236% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +138 Armour Penetration: +59 Physical crit. chance: +34.0% Attack speed: 222% When this weapon hits: Flameshock (10% chance level 4). On weapon hit: * 28% chance to inflict damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +274 mind / +274 fire / +274 light Burst (radius 1) on hit: +28 fire Burst (radius 2) on crit: +8 darkness When wielded/worn: Changes stats: +1 Str / +2 Mag / +4 Cun Changes resistances: +6% blight Changes resistances penetration: +10% arcane Changes damage: +120% acid / +120% cold Talent granted: +5 Deadly Strikes Mana each turn: +0.04 Mana when firing critical spell: +3.00 Maximum mana: +80.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +30 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Curse of Madness Massive two-handed swords. |
voratun greatsword of crippling (Misfortune) (60.5-96.8 power, 4 apr) voratun greatsword of crippling (Misfortune) (60.5-96.8 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 146% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Curse of Misfortune Massive two-handed swords. |
voratun greatsword of ruin (Shrouds) (59.5-95.2 power, 4 apr) voratun greatsword of ruin (Shrouds) (59.5-95.2 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 146% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +16 Physical crit. chance: +9.0% Critical mult.: +19.00% Curse of Shrouds Massive two-handed swords. |
Issimnir the Galepeal (Corpses) Issimnir the Galepeal (Corpses)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +20 acid Burst (radius 1) on hit: +10 lightning / +10 acid / +6 blight Burst (radius 2) on crit: +6 lightning / +2 fire / +2 acid When wielded/worn: Changes resistances: +5% arcane / +9% lightning Changes resistances penetration: +15% lightning / +5% arcane / +10% acid Changes damage: +20% acid / +21% physical / +6% blight / +12% arcane / +9% lightning Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Curse of Corpses Longbows are used to shoot arrows at your foes. |
Xerathra (Misfortune) Xerathra (Misfortune)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 cold Burst (radius 1) on hit: +8 physical When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Changes stats: +3 Mag Changes resistances: +3% mind Changes damage: +22% cold Critical mult.: +5.00% Poison immunity: +15% Stun/Freeze immunity: +10% Resist all after a teleport: +2% Curse of Misfortune Longbows are used to shoot arrows at your foes. |
Blade of Distorted Time (Corpses) (40-56 power, 10 apr) Blade of Distorted Time (Corpses) (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 110% Wil, 20% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical Curse of Corpses It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 485.56 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Blood-Edge (Nightmares) (46-64.4 power, 7 apr) Blood-Edge (Nightmares) (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 122% Wil, 10% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +8% Curse of Nightmares It can be used to activate talent Bleeding Edge (costing 18 power out of 20/20) : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Morrigor (Misfortune) (50-70 power, 12 apr) Morrigor (Misfortune) (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 73% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 426.48 arcane and 204.36 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+2 eff.) Spell crit. chance: +12% Curse of Misfortune This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Sword of Potential Futures (Nightmares) (28-39.2 power, 10 apr) Sword of Potential Futures (Nightmares) (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 97% Wil, 20% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Nightmares Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
masterforged blazebringer's voratun longsword of erosion (Corpses) (112-156.8 power, 49 apr) masterforged blazebringer's voratun longsword of erosion (Corpses) (112-156.8 power, 49 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 112.0 - 156.8 Uses stat: 202% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +107 Armour Penetration: +49 Physical crit. chance: +26.0% Attack speed: 175% When this weapon hits: Manathrust (15% chance level 3). Damage (Melee): +148 darkness / +168 temporal / +16 nature / +148 cold Burst (radius 2) on crit: +15 fire When wielded/worn: Changes resistances penetration: +13% fire Changes damage: +66% light / +66% temporal Talent granted: +5 Ruin Global speed: +6% Curse of Corpses Sharp, long, and deadly. |
masterforged voratun longsword (Shrouds) (97-135.8 power, 27 apr) masterforged voratun longsword (Shrouds) (97-135.8 power, 27 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 97.0 - 135.8 Uses stat: 182% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +53 Armour Penetration: +27 Physical crit. chance: +15.0% Attack speed: 127% When this weapon hits: Manathrust (15% chance level 3). Damage (Melee): +16 blight / +88 physical / +88 nature / +88 temporal Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +4 acid When wielded/worn: Armour penetration: +15 Physical crit. chance: +12.0% Changes stats: +2 Wil Changes resistances: +3% acid Changes resistances penetration: +10% blight Changes damage: +40% blight / +40% cold Talent granted: +5 Slime Spit Critical mult.: +20.00% Spell save: +15 (+2 eff.) Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +2 (+0 eff.) Curse of Shrouds Sharp, long, and deadly. |
masterforged voratun longsword (Shrouds) (109.5-153.3 power, 44 apr) masterforged voratun longsword (Shrouds) (109.5-153.3 power, 44 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 109.5 - 153.3 Uses stat: 199% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +96 Armour Penetration: +44 Physical crit. chance: +24.0% Attack speed: 161% When this weapon hits: Virulent Disease (10% chance level 2). On weapon hit: * 31% chance to cause random gloom * 60% chance to gain 10% of a turn * 40% chance to blind Damage Shield penetration (this weapon only): +30% Damage (Melee): +136 darkness / +12 light / +136 fire / +172 blight / +22 mind Burst (radius 1) on hit: +12 nature When wielded/worn: Damage when hit (Melee): 20 blight Changes stats: +7 Cun / +4 Wil Changes resistances penetration: +15% light Changes damage: +73% nature / +61% mind Talent granted: +5 Flameshock Critical mult.: +10.00% Spell save: +30 (+3 eff.) Mana each turn: +0.24 Mana when firing critical spell: +3.00 Curse of Shrouds Sharp, long, and deadly. |
reforged Eleneharatar the Taintshaper (Misfortune) (Corpses) (97.5-136.5 power, 32 apr) reforged Eleneharatar the Taintshaper (Misfortune) (Corpses) (97.5-136.5 power, 32 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 97.5 - 136.5 Uses stat: 184% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +66 Armour Penetration: +32 Physical crit. chance: +18.0% Attack speed: 135% When this weapon hits: Poison Breath (10% chance level 2). On weapon crit: * cripple the target Damage (Melee): +105 physical / +105 temporal / +105 fire Burst (radius 2) on crit: +4 nature When wielded/worn: Armour penetration: +27 Physical crit. chance: +30.0% Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Damage when hit (Melee): 12 arcane Changes resistances: +9% darkness / +6% blight Changes resistances penetration: +13% physical Changes damage: +15% physical / +47% mind / +47% cold Talent granted: +5 Deadly Strikes Critical mult.: +20.00% Mental save: +12 (+2 eff.) Silence immunity: +35% Pinning immunity: +5% Knockback immunity: +10% Spellpower: +2 (+0 eff.) Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Corpses Sharp, long, and deadly. |
reforged Hathurab the voratun longsword (Nightmares) (Corpses) (94-131.6 power, 22 apr) reforged Hathurab the voratun longsword (Nightmares) (Corpses) (94-131.6 power, 22 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 94.0 - 131.6 Uses stat: 175% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +42 Armour Penetration: +22 Physical crit. chance: +13.0% Attack speed: 119% When this weapon hits: Chain Lightning (10% chance level 2). When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 14% chance to disease * 19% chance to corrode armour Damage (Melee): +71 lightning / +86 blight / +71 physical Burst (radius 1) on hit: +4 arcane When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +8 (+1 eff.) Changes resistances: +6% blight / +1% physical / +3% lightning Changes resistances penetration: +11% acid Changes damage: +33% light / +33% acid Talent granted: +2 Ruin Blindness immunity: +5% Disease immunity: +41% Disarm immunity: +50% Pinning immunity: +5% Life regen: +2.50 Curse of Corpses Sharp, long, and deadly. |
reforged voratun longsword 'Flowerwar' (Misfortune) (Corpses) (114-159.6 power, 32 apr) reforged voratun longsword 'Flowerwar' (Misfortune) (Corpses) (114-159.6 power, 32 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 114.0 - 159.6 Uses stat: 204% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +66 Armour Penetration: +32 Physical crit. chance: +18.0% Attack speed: 135% When this weapon hits: Disarm (15% chance level 2). On weapon hit: * Slows global speed by 20% On weapon crit: * wounds the target reducing their healing Damage (Melee): +137 mind / +137 nature / +149 darkness Burst (radius 1) on hit: +12 arcane / +4 nature Burst (radius 2) on crit: +4 fire When wielded/worn: Armour penetration: +15 Physical crit. chance: +29.0% Physical power: +30 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes stats: +6 Con Changes resistances: +3% darkness / +6% nature Changes resistances penetration: +15% physical / +10% nature / +15% darkness Changes damage: +61% light / +61% mind Talent granted: +5 Bone Grab Critical mult.: +20.00% Disarm immunity: +22% Curse of Corpses Sharp, long, and deadly. |
reforged Blackquench the voratun mace (Misfortune) (Misfortune) (105.5-147.7 power, 37 apr) reforged Blackquench the voratun mace (Misfortune) (Misfortune) (105.5-147.7 power, 37 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 105.5 - 147.7 Uses stat: 188% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +78 Armour Penetration: +37 Physical crit. chance: +18.0% Attack speed: 145% When this weapon hits: Stun (15% chance level 2). On weapon crit: * wounds the target reducing their healing Damage (Melee): +116 acid / +116 nature / +116 light When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Physical crit. chance: +20.0% Physical power: +11 (+1 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 16 acid Changes stats: +5 Mag Changes resistances: +9% acid Changes resistances penetration: +15% blight Changes damage: +9% darkness / +52% cold / +6% arcane / +52% mind Talent granted: +5 Acidic Spray Critical mult.: +55.00% Disarm immunity: +48% Maximum mana: +100.00 Curse of Misfortune Blunt and deadly. |
reforged Blindbender the voratun mace (Madness) (Madness) (110.5-154.7 power, 39 apr) reforged Blindbender the voratun mace (Madness) (Madness) (110.5-154.7 power, 39 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 110.5 - 154.7 Uses stat: 189% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +84 Armour Penetration: +39 Physical crit. chance: +19.0% Attack speed: 149% When this weapon hits: Lightning (15% chance level 4). Damage (Melee): +123 acid / +123 physical / +123 nature When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Defense: +15 (+3 eff.) Effects on melee hit: * 60% chance to blind Damage when hit (Melee): 4 arcane / 16 blight Changes stats: +2 Wil / +2 Mag Changes resistances penetration: +17% acid / +13% physical / +15% fire / +17% lightning / +17% cold Changes damage: +15% physical / +55% mind / +55% fire Talent granted: +5 Pulverizing Auger Critical mult.: +0.00% Spell save: +36 (+4 eff.) Disarm immunity: +38% Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Curse of Madness Blunt and deadly. |
reforged voratun mace 'Aerinor' (Shrouds) (Shrouds) (118.5-165.9 power, 30 apr) reforged voratun mace 'Aerinor' (Shrouds) (Shrouds) (118.5-165.9 power, 30 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 118.5 - 165.9 Uses stat: 183% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +60 Armour Penetration: +30 Physical crit. chance: +15.0% Attack speed: 132% Damage (Melee): +97 acid / +97 cold / +97 light Burst (radius 2) on crit: +20 fire When wielded/worn: Physical power: +15 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +2 Str / +3 Dex / +4 Wil / +6 Con Changes resistances penetration: +15% fire / +10% arcane / +14% physical Changes damage: +44% lightning / +44% blight Talent granted: +1 Slime Spit Critical mult.: +0.00% Disarm immunity: +34% Infravision radius: +2 Global speed: +6% Curse of Shrouds Blunt and deadly. |
Ce'Nuleth (Nightmares) Ce'Nuleth (Nightmares)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 20% chance to gain 10% of a turn * 60% chance to cause random gloom Damage (Ranged): +13 lightning Burst (radius 1) on hit: +2 mind When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +9.0% Changes stats: +3 Str / +1 Dex / +3 Wil / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +5% mind / +10% temporal Changes damage: +12% lightning / +14% physical / +6% arcane / +9% mind Grants telepathy: Demon/Minor Demon/Major Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Infravision radius: +1 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
Eclipsegrind the reinforced leather sling (Madness) Eclipsegrind the reinforced leather sling (Madness)Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% blight / +20% physical Changes damage: +12% physical Spell save: +6 (+0 eff.) Maximum psi: +10.00 Spellpower: +6 (+1 eff.) Mental crit. chance: +5% Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin Sling (Misfortune) Hare-Skin Sling (Misfortune)Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. Curse of Misfortune It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 138% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Neraldalle (Shrouds) Neraldalle (Shrouds)Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Armour: +2 Changes stats: +5 Con Changes resistances: +5% arcane / +3% temporal Talent mastery: +0.10 Wild-gift / Fungus Blindness immunity: +15% Confusion immunity: +20% Mental crit. chance: +2% Curse of Shrouds It can be used to regenerate 180 life over 5 turns, putting all charms on cooldown for 18 turns. Slings are used to hurl stones or metal shots at your foes. |
Telos's Staff (Bottom Half) (Madness) Telos's Staff (Bottom Half) (Madness)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff 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 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Madness The bottom part of Telos' broken staff. |
Brilliant Auto-loading Orc Expeller (Madness) Brilliant Auto-loading Orc Expeller (Madness)Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +1 Damage against: +15% Humanoid / +15% Giant Talents cooldown: Supercharge Bullets (-3 turns) Overheat Bullets (-3 turns) Percussive Bullets (-3 turns) Combustive Bullets (-3 turns) Curse of Madness A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Brilliant Auto-loading Orc Expeller (Madness) Brilliant Auto-loading Orc Expeller (Madness)Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +1 Damage against: +15% Humanoid / +15% Giant Talents cooldown: Supercharge Bullets (-3 turns) Overheat Bullets (-3 turns) Percussive Bullets (-3 turns) Combustive Bullets (-3 turns) Curse of Madness A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Glacia (Corpses) Glacia (Corpses)Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Curse of Corpses Strange coils encircle this extremely cold gun. |
Murderfang's Surekill (Shrouds) Murderfang's Surekill (Shrouds)Requires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% Curse of Shrouds "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
S.H. Spear (Nightmares) S.H. Spear (Nightmares)Requires: - Willpower 15 - Dexterity 20 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 90% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Boiling Shot (-1 turn) Vacuum Shot (-1 turn) Blunt Shot (-1 turn) Mindpower: +10 (+2 eff.) Mental crit. chance: +2% Mental speed: +10% Steampower: +5 (+1 eff.) Steamtech Speed: +10% Curse of Nightmares This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
Talosis' Counterpoint (Nightmares) Talosis' Counterpoint (Nightmares)Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire Curse of Nightmares It's said that Talosis never lost an argument. Now you know why. |
The Shotgonne (Shrouds) The Shotgonne (Shrouds)Requires: - Strength 25 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 9.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Dam. multiplier: 125% Firing range: +6 Travel speed: +600% Attacks use: 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. Curse of Shrouds This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
overgrown voratun steamgun of power (Corpses) overgrown voratun steamgun of power (Corpses)Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +12% physical Changes damage: +17% physical Life regen: +2.50 Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Heartrend (Misfortune) (28-42 power, 19 apr) Heartrend (Misfortune) (28-42 power, 19 apr)Requires: - Strength 30 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 28.0 - 42.0 Uses stat: 122% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +9.0% Attack speed: 100% Block value: +50 On weapon hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Lifesteal (this weapon only): +0% Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +8 (+1 eff.) Fatigue: +9% Talent granted: +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. Curse of Misfortune There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Overcutter (Nightmares) (13-19.5 power, 12 apr) Overcutter (Nightmares) (13-19.5 power, 12 apr)Requires: - Strength 20 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 1 It must be held with both hands. It can be used as a weapon and offhand. Base power: 13.0 - 19.5 Uses stat: 122% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Physical crit. chance: +2.0% Attack speed: 100% Block value: +70 Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +8 (+1 eff.) Fatigue: +10% Talent granted: +2 Block Curse of Nightmares Earlier steamsaws were notably not meant to be used with one hand. |
Ramroller (Corpses) (40-60 power, 24 apr) Ramroller (Corpses) (40-60 power, 24 apr)Requires: - Strength 30 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 40.0 - 60.0 Uses stat: 122% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% Block value: +180 Attacks use: 1.0 Steam When wielded/worn: Armour: +19 Defense: +14 (+3 eff.) Fatigue: +0% Talent granted: +5 Block Movement speed: +0% Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. Curse of Corpses "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
masterforged balanced voratun steamsaw of purity (Shrouds) (85.5-128.25 power, 39 apr) masterforged balanced voratun steamsaw of purity (Shrouds) (85.5-128.25 power, 39 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 85.5 - 128.2 Uses stat: 172% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +36 Armour Penetration: +39 Physical crit. chance: +12.0% Attack speed: 116% Block value: +94 When this weapon hits: Blinding Spores (15% chance level 2). Damage (Melee): +63 cold / +63 darkness / +63 mind Attacks use: 1.0 Steam When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +6 Defense: +23 (+4 eff.) Fatigue: +12% Changes resistances: +16% nature / +15% blight Changes damage: +29% mind / +29% physical Talents granted: +1 Blindside +3 Block Disarm immunity: +50% Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
masterforged stralite steamsaw (Nightmares) (62-93 power, 31 apr) masterforged stralite steamsaw (Nightmares) (62-93 power, 31 apr)Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 62.0 - 93.0 Uses stat: 155% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +31 Physical crit. chance: +10.0% Attack speed: 114% Block value: +79 When this weapon hits: Mind Blast (15% chance level 3). Damage (Melee): +45 nature / +45 physical Attacks use: 1.0 Steam When wielded/worn: Armour: +12 Defense: +8 (+1 eff.) Fatigue: +10% Changes resistances: +22% cold Changes damage: +22% lightning / +22% temporal Talents granted: +1 Flameshock +2 Block Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
masterforged voratun steamsaw (Madness) (73.5-110.25 power, 37 apr) masterforged voratun steamsaw (Madness) (73.5-110.25 power, 37 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 73.5 - 110.2 Uses stat: 157% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +37 Physical crit. chance: +11.0% Attack speed: 114% Block value: +100 When this weapon hits: Weakness Disease (10% chance level 2). Damage (Melee): +49 fire / +49 arcane / +49 mind Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes damage: +23% nature / +23% arcane Talents granted: +3 Bone Grab +3 Block Maximum life: +100.00 Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
masterforged voratun steamsaw (Madness) (71.5-107.25 power, 37 apr) masterforged voratun steamsaw (Madness) (71.5-107.25 power, 37 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 71.5 - 107.2 Uses stat: 156% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +37 Physical crit. chance: +11.0% Attack speed: 114% Block value: +106 Damage (Melee): +50 mind / +50 fire / +50 light / +25 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes damage: +24% mind / +24% cold Talents granted: +3 Pulverizing Auger +3 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
masterforged voratun steamsaw (Misfortune) (74.5-111.75 power, 37 apr) masterforged voratun steamsaw (Misfortune) (74.5-111.75 power, 37 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 74.5 - 111.8 Uses stat: 164% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +37 Physical crit. chance: +11.0% Attack speed: 114% Block value: +103 When this weapon hits: Stun (15% chance level 2). On weapon hit: * 34% chance to cause random gloom Damage (Melee): +49 acid / +49 light / +24 mind / +49 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +7 Cun / +7 Wil Changes resistances: +10% all Changes resistances penetration: +15% nature Changes damage: +24% mind / +24% cold Talent granted: +3 Block Curse of Misfortune Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
masterforged voratun steamsaw (Misfortune) (73.5-110.25 power, 37 apr) masterforged voratun steamsaw (Misfortune) (73.5-110.25 power, 37 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 73.5 - 110.2 Uses stat: 157% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +37 Physical crit. chance: +11.0% Attack speed: 114% Block value: +106 When this weapon hits: Bleeding Edge (10% chance level 2). Damage (Melee): +49 acid / +49 cold / +49 darkness Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +19% mind Changes damage: +23% arcane / +23% cold Talents granted: +4 Blindside +3 Block Curse of Misfortune Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
reforged The Twisted Blade (Madness) (87.5-131.25 power, 37 apr) reforged The Twisted Blade (Madness) (87.5-131.25 power, 37 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 87.5 - 131.2 Uses stat: 162% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +37 Physical crit. chance: +11.0% Attack speed: 114% Block value: +96 When this weapon hits: Drain (15% chance level 3). On weapon hit: * chills your foe dealing 37 damage and slowing them by one tenth of a turn Lifesteal (this weapon only): +10% Damage (Melee): +49 lightning / +49 darkness / +49 blight Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Defense: +14 (+3 eff.) Fatigue: +15% Changes damage: +24% arcane / +24% physical Talents granted: +1 Ruin +5 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
reinforced dwarven-steel steamsaw of lightning resistance (+20%) (Shrouds) (18-27 power, 14 apr) reinforced dwarven-steel steamsaw of lightning resistance (+20%) (Shrouds) (18-27 power, 14 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 18.0 - 27.0 Uses stat: 122% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +43 Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +6 (+1 eff.) Fatigue: +8% Changes resistances: +20% lightning Talent granted: +2 Block Curse of Shrouds Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Legacy of the Naloren (Misfortune) (84-117.6 power, 20 apr) Legacy of the Naloren (Misfortune) (84-117.6 power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 171% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +2 Curse of Misfortune It can be used to activate talent Implode (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 5 turns and dealing 314.6 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Chaliladur the Corruptionstinger (Misfortune) (20.5-28.7 power, 4 apr) Chaliladur the Corruptionstinger (Misfortune) (20.5-28.7 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +40 insidious poison Burst (radius 2) on crit: +8 mind When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +5% nature Changes damage: +9% nature / +3% acid Maximum hate: +4.00 Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. Lustrequell the voratun waraxe (Nightmares) (43.5-60.9 power, 8 apr)Lustrequell the voratun waraxe (Nightmares) (43.5-60.9 power, 8 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 43.5 - 60.9 Uses stat: 122% Wil Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +50% Damage (Melee): +20 lightning / +8 physical / +16 light Burst (radius 2) on crit: +12 physical When wielded/worn: Armour penetration: +3 Fatigue: -4% Changes stats: +4 Str / +2 Mag / +3 Wil Changes resistances penetration: +20% arcane Changes damage: +6% blight Critical mult.: +3.00% Spell save: +30 (+3 eff.) Mana each turn: +0.08 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +6 (+1 eff.) Curse of Nightmares One-handed war axes. |
masterforged voratun waraxe (Corpses) (89.5-125.3 power, 22 apr) masterforged voratun waraxe (Corpses) (89.5-125.3 power, 22 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 89.5 - 125.3 Uses stat: 175% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +42 Armour Penetration: +22 Physical crit. chance: +15.0% Attack speed: 119% When this weapon hits: Lightning Breath (10% chance level 2). On weapon hit: * 20 arcane resource burn * 40% chance to inflict damage reduction Damage (Melee): +60 insidious poison / +72 blight / +72 darkness / +72 lightning When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Mag / +2 Wil / +2 Con Changes resistances: +12% cold / +5% arcane / +3% light Changes damage: +33% blight / +33% fire Talent granted: +4 Ruin Spell save: +40 (+5 eff.) Curse of Corpses One-handed war axes. |
masterforged voratun waraxe (Shrouds) (113.5-158.9 power, 56 apr) masterforged voratun waraxe (Shrouds) (113.5-158.9 power, 56 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 113.5 - 158.9 Uses stat: 205% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +126 Armour Penetration: +56 Physical crit. chance: +34.0% Attack speed: 200% When this weapon hits: Greater Weapon Focus (10% chance level 2). On weapon hit: * 40% chance to gain 10% of a turn * 60% chance to inflict damage reduction Damage Shield penetration (this weapon only): +20% Damage (Melee): +198 acid / +190 physical / +178 cold / +16 mind Burst (radius 1) on hit: +12 darkness When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 12 darkness Changes resistances: +6% fire Changes resistances penetration: +40% darkness / +10% acid Changes damage: +79% blight / +79% cold Talent granted: +5 Blindside Critical mult.: +9.00% Life regen: +0.60 Only die when reaching: -40.00 life Maximum life: +50.00 Maximum stamina: +30.00 Curse of Shrouds One-handed war axes. |
reforged Adeyassra (Madness) (Nightmares) (111-155.4 power, 36 apr) reforged Adeyassra (Madness) (Nightmares) (111-155.4 power, 36 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 111.0 - 155.4 Uses stat: 186% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +72 Armour Penetration: +36 Physical crit. chance: +21.0% Attack speed: 139% When this weapon hits: Bleeding Edge (10% chance level 2). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning / +110 physical / +110 mind / +110 cold When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +15 Physical crit. chance: +2.0% Fatigue: -4% Changes stats: +1 Wil / +1 Mag Changes resistances penetration: +15% acid / +30% physical Changes damage: +50% blight / +14% physical / +50% light Talent granted: +4 Acidic Spray Life regen: +0.60 Only die when reaching: -60.00 life Maximum stamina: +10.00 Light radius: +4 Curse of Nightmares One-handed war axes. |
reforged Bethemina (Shrouds) (Shrouds) (119-166.6 power, 61 apr) reforged Bethemina (Shrouds) (Shrouds) (119-166.6 power, 61 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 119.0 - 166.6 Uses stat: 211% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +138 Armour Penetration: +61 Physical crit. chance: +34.0% Attack speed: 222% When this weapon hits: Curse of Defenselessness (15% chance level 2). On weapon hit: * 20% chance to torment the target Damage (Melee): +196 fire / +196 physical / +12 arcane / +196 mind When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +15 (+1 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 60% chance to corrode armour Damage when hit (Melee): 16 acid / 20 arcane Changes stats: +2 Str / +2 Dex / +6 Wil / +10 Con Changes resistances: +18% mind / +6% acid Changes resistances penetration: +15% physical / +25% mind / +15% darkness Changes damage: +86% blight / +86% fire / +6% arcane Talent granted: +5 Deadly Strikes Reduces incoming crit damage: 10.00% Disarm immunity: +70% Light radius: +2 Infravision radius: +4 Curse of Shrouds One-handed war axes. |
reforged Durydin (Shrouds) (Misfortune) (149.5-209.3 power, 42 apr) reforged Durydin (Shrouds) (Misfortune) (149.5-209.3 power, 42 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 149.5 - 209.3 Uses stat: 242% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +90 Armour Penetration: +42 Physical crit. chance: +25.0% Attack speed: 156% When this weapon hits: Distortion Wave (15% chance level 3). Damage Shield penetration (this weapon only): +20% Damage (Melee): +198 temporal / +18 light / +198 cold / +12 mind / +198 physical Burst (radius 1) on hit: +8 mind Damage against: +30% Undead When wielded/worn: Armour penetration: +29 Physical crit. chance: +30.0% Damage when hit (Melee): 8 mind Changes stats: +5 Str / +5 Con Changes resistances penetration: +20% arcane Changes damage: +87% cold / +87% temporal Talent granted: +4 Ruin Critical mult.: +47.00% Spell save: +9 (+1 eff.) Mental save: +10 (+1 eff.) Hate when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +60 Curse of Misfortune One-handed war axes. |
reforged Malediction (Shrouds) (Shrouds) (99-138.6 power, 43 apr) reforged Malediction (Shrouds) (Shrouds) (99-138.6 power, 43 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 99.0 - 138.6 Uses stat: 186% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +72 Armour Penetration: +43 Physical crit. chance: +24.0% Attack speed: 139% When this weapon hits: Disarm (15% chance level 2). Lifesteal (this weapon only): +5% Damage (Melee): +110 nature / +110 physical Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +70% blight / +50% cold Talent granted: +5 Slime Spit Life regen: -0.30 Curse of Shrouds One-handed war axes. |
reforged Singekiss (Misfortune) (Nightmares) (127.5-178.5 power, 54 apr) reforged Singekiss (Misfortune) (Nightmares) (127.5-178.5 power, 54 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 127.5 - 178.5 Uses stat: 221% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +120 Armour Penetration: +54 Physical crit. chance: +31.0% Attack speed: 192% When this weapon hits: Poison Breath (10% chance level 2). On weapon hit: * 40% chance to disease * 20% chance to torment the target Damage (Melee): +165 light / +165 blight / +20 mind / +165 nature When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 blight / 12 fire Changes stats: +8 Str / +5 Dex / +5 Mag / +2 Wil / +2 Cun / +1 Con Changes resistances penetration: +20% mind / +15% darkness Changes damage: +6% blight / +73% fire / +73% mind Talent granted: +5 Pulverizing Auger Infravision radius: +6 Curse of Nightmares One-handed war axes. |
reforged voratun waraxe 'Zolathafang' (Nightmares) (Madness) (165.5-231.7 power, 58 apr) reforged voratun waraxe 'Zolathafang' (Nightmares) (Madness) (165.5-231.7 power, 58 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 165.5 - 231.7 Uses stat: 264% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +132 Armour Penetration: +58 Physical crit. chance: +33.0% Attack speed: 208% When this weapon hits: Weakness Disease (10% chance level 2). On weapon crit: * cripple the target Damage (Melee): +12 blight / +281 cold / +281 arcane / +281 mind When wielded/worn: Armour penetration: +14 Physical crit. chance: +45.0% Effects on melee hit: * 40% chance to disease Changes stats: +3 Dex / +6 Wil / +6 Cun Changes damage: +36% blight / +123% arcane / +123% lightning Grants telepathy: Dragon Talent granted: +5 Deadly Strikes Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Psi when hit: +0.16 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +4% Curse of Madness One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe 'Sparkpassion' (Corpses) (41-57.4 power, 6 apr)voratun waraxe 'Sparkpassion' (Corpses) (41-57.4 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +8 lightning / +8 acid When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +12 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 lightning Changes stats: +3 Wil Changes resistances: +6% nature Changes resistances penetration: +15% mind / +10% nature Changes damage: +9% lightning Grants telepathy: Humanoid/Orc Disarm immunity: +50% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +12.00 Maximum hate: +6.00 Heals friendly targets nearby when you use a nature summon: +10 Curse of Corpses One-handed war axes. |
Skeletal Claw (Misfortune) (55-60.5 power, 8 apr) Skeletal Claw (Misfortune) (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 122% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+2 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+0 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). Curse of Misfortune It can be used to activate talent Bone Nova (costing 18 power out of 20/20) : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 1002.77 physical damage, and inflicting bleeding for another 501.39 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Girdle of Preservation (Shrouds) Girdle of Preservation (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +20% Curse of Shrouds A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Jaw of Rogroth (Nightmares) Jaw of Rogroth (Nightmares)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Curse of Nightmares It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 22 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Mighty Girdle (Madness) Mighty Girdle (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
monstrous drakeskin leather belt of the giants (Shrouds) monstrous drakeskin leather belt of the giants (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +25 (+2 eff.) Changes stats: +6 Str / +5 Con Physical save: +14 (+1 eff.) Spell save: +14 (+2 eff.) Size category: +2 Curse of Shrouds A belt that goes around your waist. |
Airwither the elven-silk cloak (Misfortune) (3 def, 0 armour) Airwither the elven-silk cloak (Misfortune) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 60% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +6 Mag / +10 Wil Changes resistances: +9% lightning / +0% cold / +0% nature Changes resistances penetration: +10% lightning / +30% arcane / +5% nature Changes damage: +20% arcane / +9% nature Critical mult.: +29.00% Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Maximum mana: +158.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Jetpack (Corpses) (10 def, 0 armour) Jetpack (Corpses) (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances: +0% nature / +0% cold Talent granted: +1 Rocket Dash Physical save: +10 (+0 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Corpses Finally. |
Rogue's Gallery (Corpses) (12 def, 0 armour) Rogue's Gallery (Corpses) (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +10 Cun Changes resistances: +20% nature On falling below 20% of your max life, releases a cloud of smoke, confusing nearby enemies and giving you stealth and a chance to avoid incoming damage for 5 turns. Activating this item is instant. Curse of Corpses It can be used to cause the next damage you deal to inflict crippling poison (does not recharge until used), dealing minor poison damage and causing your target to have a 10% chance to fail all talents, costing 11 power out of 12/12. Lined with reactive mechanisms, this cloak is equipped for any situation you might possibly encounter, and several you couldn't possibly encounter! |
Yeti-fur Cloak (Nightmares) (9 def, 2 armour) Yeti-fur Cloak (Nightmares) (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +2 Defense: +9 (+2 eff.) Changes resistances: +0% nature / +15% cold Physical save: +10 (+0 eff.) Curse of Nightmares This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
spellcowled elven-silk cloak of sorcery (Misfortune) (3 def, 0 armour) spellcowled elven-silk cloak of sorcery (Misfortune) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Mag / +9 Wil Changes resistances: +0% nature / +0% cold Spell save: +10 (+1 eff.) Maximum mana: +59.00 Spell crit. chance: +6% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (Corpses) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Corpses) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+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 (+0 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses 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. |
Aetherwalk (Misfortune) (6 def, 0 armour) Aetherwalk (Misfortune) (6 def, 0 armour)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 Spellpower: +5 (+0 eff.) Curse of Misfortune It can be used to phase door up to range 6, within radius 2 of the target location, costing 22 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Daywasp (Shrouds) (10 def, 5 armour) Daywasp (Shrouds) (10 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 blight / 16 arcane Changes stats: +11 Str / +6 Wil / +12 Con Changes resistances: +6% mind Changes resistances penetration: +10% physical / +20% light / +5% mind Changes damage: +10% physical Spell save: +6 (+0 eff.) Mana each turn: +0.12 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +3% Mindpower: +9 (+2 eff.) See invisible: +6 Size category: +1 Curse of Shrouds It can be used to activate talent Heave, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 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. A pair of boots made of leather. |
Malysin the Murkburst (Misfortune) (0 def, 5 armour) Malysin the Murkburst (Misfortune) (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +5 Fatigue: -17% Changes stats: +8 Dex / +10 Mag / +3 Wil / +15 Lck Changes resistances: +12% darkness Changes damage: +8% acid / +19% blight Stealth bonus: +14 Maximum encumbrance: +50 Physical save: +35 (+3 eff.) Spell save: +9 (+1 eff.) Disease immunity: +50% Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Only die when reaching: -100.00 life Spellpower: +10 (+1 eff.) Spell crit. chance: +3% Curse of Misfortune A pair of boots made of leather. |
Poregara the Bleaksweeper (Nightmares) (25 def, 15 armour) Poregara the Bleaksweeper (Nightmares) (25 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +15 Defense: +25 (+5 eff.) Fatigue: +1% Effects on melee hit: * 10% chance to disease * 92% chance to inflict damage reduction Changes resistances: +15% acid / +15% fire / +15% lightning / +13% cold Changes resistances penetration: +20% physical Changes damage: +6% physical / +3% darkness / +6% mind Maximum encumbrance: +30 Stamina each turn: +0.40 Psi when hit: +0.12 Mental crit. chance: +2% Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 46% chance to completely evade them and granting you 99 defense for 20 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Shifting Boots (Shrouds) (7 def, 1 armour) Shifting Boots (Shrouds) (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+1 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal Curse of Shrouds It can be used to blink to a nearby random location within range 27 (based on Magic), costing 20 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
Steam Powered Boots (Corpses) (8 def, 15 armour) Steam Powered Boots (Corpses) (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Physical save: +0 (+0 eff.) Pinning immunity: +50% Knockback immunity: +0% Teleport immunity: +0% Generate 3 steam each time you walk. Curse of Corpses Boots. But with steam power! |
wanderer's pair of voratun boots of strife (Misfortune) (0 def, 5 armour) wanderer's pair of voratun boots of strife (Misfortune) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Wil / +5 Cun / +12 Con Changes resistances penetration: +10% physical Physical save: +25 (+2 eff.) Mental save: +25 (+3 eff.) Mindpower: +9 (+2 eff.) Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 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 75 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fist of the Destroyer (Madness) (8 def, 0 armour) Fist of the Destroyer (Madness) (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 40% Curse of Madness It can be used to activate talent Darkfire (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 355.22 fire damage and 265.26 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Glintsquall the dwarven-steel gauntlets (Madness) (0 def, 2 armour) Glintsquall the dwarven-steel gauntlets (Madness) (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to blind * 15% chance to corrode armour Damage when hit (Melee): 4 light Changes stats: +3 Str / +4 Wil / +4 Con Changes resistances: +18% acid Talent mastery: +0.20 Technique / Grappling Disarm immunity: +31% Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Hands of Creation (Corpses) (0 def, 10 armour) Hands of Creation (Corpses) (0 def, 10 armour)Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +10 Changes stats: +7 Str / +7 Con Changes resistances penetration: +20% physical / +20% fire Maximum encumbrance: +20 Steampower: +20 (+2 eff.) On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. Curse of Corpses From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
Layiwen (Corpses) (0 def, 5 armour) Layiwen (Corpses) (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +5 Damage (Melee): 9 cold Changes stats: +3 Str / +3 Wil / +2 Con Changes resistances: +12% acid / +8% cold Changes resistances penetration: +10% blight Changes damage: +5% cold Talent mastery: +0.20 Technique / Grappling Cut immunity: +15% Disarm immunity: +36% Confusion immunity: +5% Life regen: +2.00 Stamina each turn: +0.80 Psi each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) Steam Powered Gauntlets (Misfortune) (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Curse of Misfortune Gauntlets. But with steam power! |
drakeskin leather gloves 'Brenythad' (Madness) (8 def, 23 armour) drakeskin leather gloves 'Brenythad' (Madness) (8 def, 23 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +23 Armour Hardiness: +12% Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Damage (Melee): 14 blight Changes stats: +2 Dex / +5 Mag / +8 Cun / +18 Con Changes resistances: +6% lightning / +12% physical / +16% light / +28% blight / +12% cold / +15% darkness Changes damage: +11% blight Spell save: +6 (+0 eff.) Silence immunity: +30% Teleport immunity: +20% Stamina each turn: +0.60 Equilibrium when hit: +0.12 Maximum hate: +6.00 Infravision radius: +2 Curse of Madness It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 198.48 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Cyroba' (Nightmares) (0 def, 2 armour) hardened leather gloves 'Cyroba' (Nightmares) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+2 eff.) Armour: +2 Damage (Melee): 5 mind Changes stats: +3 Dex Changes resistances: +5% mind / +5% arcane Changes damage: +5% mind Physical save: +6 (+0 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +22% Pinning immunity: +5% Teleport immunity: +5% Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Gyrin' (Corpses) (6 def, 9 armour) voratun gauntlets 'Gyrin' (Corpses) (6 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Defense: +6 (+1 eff.) Ranged Defense: +6 (+0 eff.) Damage (Melee): 9 acid / 10 fire / 10 cold / 10 lightning Changes stats: +11 Mag / +5 Wil / +6 Cun Changes resistances: +2% physical / +10% light / +12% cold / +10% darkness / +9% temporal Changes resistances penetration: +20% mind Changes damage: +6% arcane Physical save: +15 (+1 eff.) Mental save: +20 (+3 eff.) Disease immunity: +10% Disarm immunity: +20% Teleport immunity: +20% Psi when hit: +0.08 Only die when reaching: -40.00 life Maximum life: +80.00 Infravision radius: +2 Curse of Corpses It can be used to activate talent Starfall, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 198.48 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (Nightmares) (-10 def, 0 armour) Cap of the Undisturbed Mind (Nightmares) (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-1 eff.) Defense: -10 (-2 eff.) Changes stats: +0 Cun / +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Mental save: +0 (+0 eff.) Confusion immunity: +100% Spellpower: -10 (-1 eff.) Mindpower: -10 (-2 eff.) Allows you to resist the most terrible assaults on your mind. Curse of Nightmares To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Crown of Eternal Night (Madness) (0 def, 3 armour) Crown of Eternal Night (Madness) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Madness This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Dragonskull Helm (Madness) (0 def, 2 armour) Dragonskull Helm (Madness) (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+0 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Curse of Madness Traces of a dragon's power still remain in this bleached and cracked skull. |
Lightningsteel the drakeskin leather cap (Corpses) (0 def, 5 armour) Lightningsteel the drakeskin leather cap (Corpses) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 16 light Changes stats: +21 Str / +5 Wil / +5 Con Changes resistances penetration: +15% lightning Changes damage: +3% blight / +6% lightning Critical mult.: +20.00% Mental save: +14 (+2 eff.) Psi when hit: +0.04 Mindpower: +2 (+0 eff.) Light radius: +2 Curse of Corpses A cap made of leather. |
Steam Powered Helm (Shrouds) (3 def, 12 armour) Steam Powered Helm (Shrouds) (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +0 Cun / +5 Con Changes resistances: +10% all Mental save: +0 (+0 eff.) Blindness immunity: +50% Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds A Helmet. But with steam power! |
drakeskin leather cap 'Umbrawalker' (Corpses) (0 def, 5 armour) drakeskin leather cap 'Umbrawalker' (Corpses) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +16 Str / +16 Dex / +12 Wil / +8 Cun / +3 Con Changes resistances: +15% physical Changes resistances penetration: +5% darkness Grants telepathy: Dragon Critical mult.: +15.00% Reduces incoming crit damage: 20.00% Physical save: +15 (+1 eff.) Psi when hit: +0.12 Curse of Corpses A cap made of leather. |
masterforged voratun helm (Shrouds) (6 def, 24 armour) masterforged voratun helm (Shrouds) (6 def, 24 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +24 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +7 Str / +10 Dex / +6 Wil Changes resistances: +11% lightning / +13% physical / +11% arcane / +11% mind Talent mastery: +0.10 Technique / Conditioning Talent granted: +2 Skullcracker Physical save: +15 (+1 eff.) Mental save: +45 (+6 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +96.00 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
masterforged voratun helm (Shrouds) (7 def, 27 armour) masterforged voratun helm (Shrouds) (7 def, 27 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +27 Defense: +7 (+1 eff.) Fatigue: +5% Changes stats: +10 Dex / +7 Mag / +8 Wil Changes resistances: +13% fire / +38% darkness / +13% mind Changes damage: +20% blight / +20% arcane Talent mastery: +0.10 Technique / Forgeknight combat expertise Talent granted: +4 Skullcracker Mental save: +54 (+8 eff.) Blindness immunity: +27% Confusion immunity: +27% Fear immunity: +27% Stamina each turn: +1.80 Maximum stamina: +114.00 Spell crit. chance: +4% Infravision radius: +7 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Visage of Nektosh (Misfortune) (5 def, 22.5 armour) reforged Visage of Nektosh (Misfortune) (5 def, 22.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +22 Defense: +5 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +11% lightning / +10% darkness / +11% light Talent masteries: +0.20 Race / Whitehooves +0.10 Cunning / Dirty fighting Talent granted: +1 Phase Door Mental save: +42 (+6 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +90.00 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's drakeskin leather cap of strength (+15) (Shrouds) (0 def, 5 armour) werebeast's drakeskin leather cap of strength (+15) (Shrouds) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +15 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: -40% light Life regen: +7.10 Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level. Isiwe the Blindtyphoon (Madness) (13 def, 18 armour)Isiwe the Blindtyphoon (Madness) (13 def, 18 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +13 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Dex / +4 Mag / +3 Cun / +2 Con Changes resistances: +30% lightning / +9% acid / +9% nature / +9% darkness Spell save: +40 (+5 eff.) Mental save: +40 (+6 eff.) Disease immunity: +20% Cut immunity: +25% Confusion immunity: +20% Teleport immunity: +20% Curse of Madness A suit of armour made of leather. |
Medical Urgency Vest (Corpses) (6 def, 7 armour) Medical Urgency Vest (Corpses) (6 def, 7 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+1 eff.) Curse of Corpses This light leather armour features a special medical injector. |
Steam Powered Armour (Nightmares) (23 def, 25 armour) Steam Powered Armour (Nightmares) (23 def, 25 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by steamtech 22.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical power: +0 (+0 eff.) Armour: +25 Defense: +23 (+4 eff.) Fatigue: +12% Changes stats: +9 Str / +6 Dex / +0 Mag / +0 Cun / +0 Con Changes resistances: +25% lightning Talent granted: +5 Steam Powered Armour Physical save: +55 (+4 eff.) Stun/Freeze immunity: +50% Steampower: +0 (+0 eff.) Maximum steam: +10.00 Curse of Nightmares Using small steam engines and the miracles of the latest automation discoveries you are able to create Steam Powered Armour. A full plate armour that helps your movement and has intrinsic protection mechanisms. |
masterforged voratun plate armour (Nightmares) (23.5 def, 70 armour) masterforged voratun plate armour (Nightmares) (23.5 def, 70 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +70 Defense: +23 (+5 eff.) Fatigue: +26% Changes stats: +16 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +18 Con Changes resistances: +15% acid / +14% physical / +34% light / +34% temporal / +14% fire / +11% lightning / +49% cold Talents cooldown: Bleeding Edge (-1 turn) Rush (-5 turns) Physical save: +130 (+11 eff.) Cut immunity: +68% Disarm immunity: +40% Pinning immunity: +68% Stun/Freeze immunity: +108% Knockback immunity: +34% Life regen: +17.10 Maximum life: +1090.00 Curse of Nightmares A suit of armour made of metal plates. |
masterforged voratun plate armour (Nightmares) (20 def, 59.5 armour) masterforged voratun plate armour (Nightmares) (20 def, 59.5 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +59 Defense: +20 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 14 light Changes stats: +11 Str / +5 Dex / +5 Mag / +11 Wil / +5 Cun / +11 Con Changes resistances: +40% lightning / +25% temporal / +30% darkness / +15% fire / +15% acid / +14% physical / +30% blight / +15% cold / +25% arcane Talents cooldown: Vigorous Assault (-3 turns) Rush (-5 turns) Talents granted: +1 Power Catalyst: Mind +5 Nature's Touch Physical save: +95 (+8 eff.) Cut immunity: +50% Disarm immunity: +33% Pinning immunity: +50% Stun/Freeze immunity: +90% Knockback immunity: +39% Life regen: +11.70 Maximum life: +718.00 Light radius: +2 Curse of Nightmares A suit of armour made of metal plates. |
masterforged voratun plate armour (Shrouds) (25 def, 82 armour) masterforged voratun plate armour (Shrouds) (25 def, 82 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +82 Defense: +25 (+5 eff.) Fatigue: +26% Changes stats: +6 Str / +6 Con Changes resistances: +28% acid / +28% physical / +36% darkness / +36% blight / +61% fire / +24% lightning / +28% cold Talents cooldown: Searing Assault (-1 turn) Rush (-5 turns) Talent granted: +5 Rush Physical save: +149 (+13 eff.) Cut immunity: +73% Disarm immunity: +40% Pinning immunity: +73% Stun/Freeze immunity: +113% Knockback immunity: +40% Life regen: +18.90 Maximum life: +1142.00 Curse of Shrouds A suit of armour made of metal plates. |
Bindings of Eternal Night (Nightmares) (12 def, 12 armour) Bindings of Eternal Night (Nightmares) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Nightmares Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Deflector (Corpses) (22 def, 11 armour, 230 block) Deflector (Corpses) (22 def, 11 armour, 230 block)Requires: - Strength 38 - Talent Armour Training (level 2) Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +11 Defense: +22 (+4 eff.) Fatigue: +8% Talent granted: +4 Block Physical save: +20 (+1 eff.) Knocks melee attackers away. Distance scales with damage incoming. Curse of Corpses The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
This item will automatically be transmogrified when you leave the level. Pyrewither (Shrouds) (12 def, 3 armour, 189 block)Pyrewither (Shrouds) (12 def, 3 armour, 189 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Changes stats: +3 Wil Changes resistances: +6% mind / +41% fire Changes resistances penetration: +25% arcane / +40% blight Changes damage: +15% mind Talent granted: +5 Block Critical mult.: +5.00% Spell save: +30 (+3 eff.) Maximum mana: +60.00 Curse of Shrouds Handheld deflection devices. |
The Black Wall (Madness) (12 def, 9 armour, 200 block) The Black Wall (Madness) (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+1 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% 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 Madness "With this, no one will ever harm you again." |
reforged voratun shield 'Duvabers' (Madness) (Shrouds) (24 def, 27.5 armour, 280.5 block) reforged voratun shield 'Duvabers' (Madness) (Shrouds) (24 def, 27.5 armour, 280.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +27 Defense: +24 (+5 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 94% chance to blind Damage when hit (Melee): 12 arcane Changes stats: +2 Str / +2 Dex / +18 Mag / +21 Con Changes resistances: +25% lightning / +25% temporal / +84% light Changes damage: +6% physical Talent cooldown: Infernal Impact (-1 turn) Talents granted: +4 Phantasmal Shield +5 Block Critical mult.: +15.00% Spell save: +97 (+11 eff.) Disarm immunity: +50% Knockback immunity: +50% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Damage Shield penetration: +30% Curse of Shrouds Handheld deflection devices. |
Ivibrerin the Windarc (Shrouds) (20/20, 70.5-98.7 power, 18 apr) Ivibrerin the Windarc (Shrouds) (20/20, 70.5-98.7 power, 18 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 70.5 - 98.7 Uses stats: 61% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 On weapon hit: * Slows global speed by 60% * 100% chance to blind Damage (Ranged): +16 nature / +16 light Burst (radius 1) on hit: +48 fire / +16 light / +20 nature Burst (radius 2) on crit: +24 nature Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
Lightningobsidian the quiver of dragonbone arrows (Nightmares) (19/19, 54.5-76.3 power, 18 apr) Lightningobsidian the quiver of dragonbone arrows (Nightmares) (19/19, 54.5-76.3 power, 18 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.5 - 76.3 Uses stats: 61% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 19 On weapon hit: * 77% chance to disease * 77% chance to daze Damage (Ranged): +4 lightning / +19 temporal / +12 light / +12 blight / +20 nature Burst (radius 2) on crit: +8 lightning / +4 fire / +4 light Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
Tarrudrahad the Shimmermarrow (Madness) (19/21, 81-113.4 power, 30 apr) Tarrudrahad the Shimmermarrow (Madness) (19/21, 81-113.4 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 81.0 - 113.4 Uses stats: 61% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +15.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to daze * 17% chance to disease Travel speed: +200% Damage (Ranged): +36 lightning / +20 darkness / +20 blight Burst (radius 1) on hit: +8 lightning / +8 arcane / +20 darkness Burst (radius 2) on crit: +12 lightning / +28 darkness / +8 arcane Curse of Madness Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
820 alchemist agate (Nightmares) 820 alchemist agate (Nightmares)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. |
55 onyx 55 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
14 aquamarine 14 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
74 lapis lazuli 74 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
40 sapphire 40 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 topaz 13 topaz0.00 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 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Brandmaster (Corpses) (dig speed 13 turns) Brandmaster (Corpses) (dig speed 13 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 acid / 16 fire / 8 temporal Changes stats: +3 Str Changes resistances: +9% temporal / +3% nature / +9% fire Changes resistances penetration: +15% acid / +15% fire / +5% nature Changes damage: +3% acid / +9% fire Maximum life: +36.00 Maximum stamina: +30.00 When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of Reknor (Madness) (dig speed 19 turns) iron pickaxe of Reknor (Madness) (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Eclipseveil' (Madness) (dig speed 9 turns) voratun pickaxe 'Eclipseveil' (Madness) (dig speed 9 turns)Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 8 physical / 8 darkness / 8 mind Changes stats: +4 Str / +6 Mag / +3 Wil Changes resistances penetration: +25% physical Changes damage: +9% darkness / +3% physical Maximum encumbrance: +50 Physical save: +15 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +18 (+2 eff.) Stamina each turn: +0.40 Maximum life: +90.00 Maximum mana: +60.00 Maximum stamina: +15.00 Spell crit. chance: +10% Mindpower: +4 (+1 eff.) When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Shadetrencher' (Corpses) (dig speed 9 turns) voratun pickaxe 'Shadetrencher' (Corpses) (dig speed 9 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Fatigue: -10% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 16 nature Changes stats: +8 Str / +6 Dex Changes resistances: +6% acid / +6% light / +6% cold / +12% arcane / +12% darkness Changes resistances penetration: +15% darkness / +20% nature Changes damage: +15% fire / +25% mind / +6% darkness Spell save: +42 (+5 eff.) Mental save: +13 (+2 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
63 emerald 63 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
45 jade 45 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 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.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
54 turquoise 54 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Qog's Essentials (Nightmares) Qog's Essentials (Nightmares)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Curse of Nightmares It can be used to Gain a random beneficial effect, costing 27 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Skywrither (Shrouds) Skywrither (Shrouds)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Defense: +11 (+2 eff.) Damage when hit (Melee): 16 lightning Changes stats: +2 Str / +2 Dex / +4 Con Changes resistances: +6% acid / +2% physical / +15% light / +11% blight / +6% lightning Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Physical save: +16 (+1 eff.) Spell save: +14 (+2 eff.) Mental save: +27 (+4 eff.) Life regen: +4.40 Only die when reaching: -80.00 life Maximum life: +40.00 Light radius: +3 See stealth: +16 See invisible: +16 Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial (Shrouds) Summertide Phial (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Shrouds It can be used to call light (222 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Void Star (Madness) Void Star (Madness)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes damage: +6% acid / +6% cold / +6% fire / +6% arcane / +6% lightning Spell crit. chance: +5% Light radius: +2 Curse of Madness It can be used to activate talent Echoes From The Void (costing 63 power out of 70/70) : Effective talent level: 2.0 Power cost: 63 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 78.05 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
Xiba (Shrouds) Xiba (Shrouds)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 blight Changes stats: +2 Dex / +4 Cun / +6 Con Changes resistances: +12% darkness / +12% blight Changes resistances penetration: +10% mind Changes damage: +15% light / +3% temporal Damage affinity(heal): +5% light Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Mental save: +16 (+2 eff.) Life regen: +6.50 Mana when firing critical spell: +2.00 Maximum psi: +20.00 Mental crit. chance: +1% Light radius: +10 Curse of Shrouds It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 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 156.14 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. |
alchemist's lamp 'Nimbushack' (Madness) alchemist's lamp 'Nimbushack' (Madness)Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to daze * 10% chance to gain 10% of a turn Changes stats: +8 Cun Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +12% lightning Light radius: -7 Infravision radius: +7 Curse of Madness A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern (Madness) brass lantern (Madness)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Madness A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of focus (Shrouds) bright alchemist's lamp of focus (Shrouds)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +7% mind Light radius: +6 Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's dwarven lantern of illusion (Nightmares) nightwalker's dwarven lantern of illusion (Nightmares)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Defense: +11 (+2 eff.) Changes stats: +7 Wil Critical mult.: +20.00% Physical save: +19 (+1 eff.) Spell save: +18 (+2 eff.) Mental save: +20 (+3 eff.) Light radius: +4 Curse of Nightmares Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Bladed Rift (Corpses) Bladed Rift (Corpses)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 (+1 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Animate Blade (costing 14 power out of 25/25) : Effective talent level: 5.0 Power cost: 14 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. |
Korbek's Spyglass (Misfortune) Korbek's Spyglass (Misfortune)Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Cun Infravision radius: +2 Sight radius: +1 Curse of Misfortune This antique spyglass is weathered from use, but seems well maintained. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Yeti's Muscle Tissue (Astral) Yeti's Muscle Tissue (Astral)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
110 bloodstone 110 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
112 fire opal 112 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
66 garnet 66 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
37 ruby 37 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)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 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 180 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1816.19 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
amazing unstoppable force salve [power 658] amazing unstoppable force salve [power 658]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 482% efficiency and 56% cooldown modifier. Activating this item is instant. It can be used to increases all saves by 658 and healing factor by half, putting Talent Medical Injector on cooldown for 17 turns. Medical salve. |
potent healing salve [power 1105] potent healing salve [power 1105]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 482% efficiency and 56% cooldown modifier. It can be used to heal 1105, putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
Stralite Sand Shredder Stralite Sand ShredderPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
good waterproof coating good waterproof coatingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +10% nature / +10% cold Tinkers can be attached to normal items to improve them with steam power! |
mastercraft poison groove mastercraft poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item of type 'weapon' Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
perfect incendiary groove perfect incendiary groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item of type 'weapon' Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal plating stralite crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Cun / +8 Con Tinkers can be attached to normal items to improve them with steam power! |
voratun mental stimulator voratun mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +10 Cun Mental save: +15 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
voratun saw projector voratun saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
rushing dragonbone totem of thorny skin (Madness) [power 87] (18 cooldown) rushing dragonbone totem of thorny skin (Madness) [power 87] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +5 Rushing Claws Curse of Madness It can be used to harden the skin for 7 turns increasing armour by 87 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
13 amethyst 13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Smoldervengeance (Corpses) [power 321] (6 cooldown)Smoldervengeance (Corpses) [power 321] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +14 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 12 lightning Changes stats: +2 Con Changes resistances: +6% physical / +12% nature / +3% fire Changes resistances penetration: +5% physical / +5% temporal Changes damage: +15% fire Talent cooldown: Void Blast (+6 turn) Talent granted: +5 Void Blast Reduces incoming crit damage: 5.00% Physical save: +39 (+3 eff.) Healing mod.: +10% Curse of Corpses It can be used to creates a wall of flames lasting 4 turns (dealing 494 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
92 diamond 92 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
99 moonstone 99 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
93 pearl 93 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
72 quartz 72 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
40 amber 40 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Nightmare (Adventure) difficulty)
Buy an item from an AAA.By Ulgrik the Unhandsome the Orc Adventurer level 10
22nd Retaking 124th year of Ascendancy at 01:54 see stats
Across the Narrow Sea (Nightmare (Adventure) difficulty)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Ulgrik the Unhandsome the Orc Adventurer level 13
31st Retaking 124th year of Ascendancy at 05:28 see stats
Blood on the Moon (Nightmare (Adventure) difficulty)
Kill all of the Star Gazers within 7 game turns.By Ulgrik the Unhandsome the Orc Adventurer level 32
29th Revenge 124th year of Ascendancy at 19:53 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Ulgrik the Unhandsome the Orc Adventurer level 75
35th Dearth 124th year of Ascendancy at 14:21 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Ulgrik the Unhandsome the Orc Adventurer level 94
42nd Dearth 124th year of Ascendancy at 15:46 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Ulgrik the Unhandsome the Orc Adventurer level 54
30th Dearth 124th year of Ascendancy at 13:57 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ulgrik the Unhandsome the Orc Adventurer level 29
22nd Revenge 124th year of Ascendancy at 12:59 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Ulgrik the Unhandsome the Orc Adventurer level 33
33rd Revenge 124th year of Ascendancy at 22:40 see stats
Imp'ing Away (Nightmare (Adventure) difficulty)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Ulgrik the Unhandsome the Orc Adventurer level 50
17th Dearth 124th year of Ascendancy at 23:03 see stats
Infinite x100 (Nightmare (Adventure) difficulty)
Got to level 100 of the infinite dungeon.By Ulgrik the Unhandsome the Orc Adventurer level 114
50th Dearth 124th year of Ascendancy at 20:51 see stats
Infinite x150 (Nightmare (Adventure) difficulty)
Got to level 150 of the infinite dungeon.By Ulgrik the Unhandsome the Orc Adventurer level 174
36th Loss 124th year of Ascendancy at 00:43 see stats
Infinite x200 (Nightmare (Adventure) difficulty)
Got to level 200 of the infinite dungeon.By Ulgrik the Unhandsome the Orc Adventurer level 229
17th Destruction 124th year of Ascendancy at 03:05 see stats
Infinite x80 (Nightmare (Adventure) difficulty)
Got to level 80 of the infinite dungeon.By Ulgrik the Unhandsome the Orc Adventurer level 68
33rd Dearth 124th year of Ascendancy at 16:24 see stats
Infinite x90 (Nightmare (Adventure) difficulty)
Got to level 90 of the infinite dungeon.By Ulgrik the Unhandsome the Orc Adventurer level 92
41st Dearth 124th year of Ascendancy at 20:40 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Ulgrik the Unhandsome the Orc Adventurer level 53
30th Dearth 124th year of Ascendancy at 12:34 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ulgrik the Unhandsome the Orc Adventurer level 10
21st Retaking 124th year of Ascendancy at 23:35 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ulgrik the Unhandsome the Orc Adventurer level 20
50th Retaking 124th year of Ascendancy at 02:29 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Ulgrik the Unhandsome the Orc Adventurer level 30
22nd Revenge 124th year of Ascendancy at 15:57 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Ulgrik the Unhandsome the Orc Adventurer level 40
32nd Pain 124th year of Ascendancy at 08:06 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Ulgrik the Unhandsome the Orc Adventurer level 50
2nd Dearth 124th year of Ascendancy at 19:57 see stats
Once Upon A Time, In the West... (Nightmare (Adventure) difficulty)
Hear the Eidolon's retelling of the Scourge from the West's journey.By Ulgrik the Unhandsome the Orc Adventurer level 37
31st Pain 124th year of Ascendancy at 08:32 see stats
One Ill Turn Deserves Another (Nightmare (Adventure) difficulty)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Ulgrik the Unhandsome the Orc Adventurer level 50
12nd Dearth 124th year of Ascendancy at 07:02 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Ulgrik the Unhandsome the Orc Adventurer level 72
34th Dearth 124th year of Ascendancy at 16:13 see stats
Reclaiming Garkul's Heritage (Nightmare (Adventure) difficulty)
Freed the remnants of the Prides from the Internment Camp.By Ulgrik the Unhandsome the Orc Adventurer level 36
21st Pain 124th year of Ascendancy at 05:54 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Ulgrik the Unhandsome the Orc Adventurer level 30
23rd Revenge 124th year of Ascendancy at 00:55 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Ulgrik the Unhandsome the Orc Adventurer level 20
50th Retaking 124th year of Ascendancy at 02:34 see stats
The Dead God Rests (Nightmare (Adventure) difficulty)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Ulgrik the Unhandsome the Orc Adventurer level 50
17th Dearth 124th year of Ascendancy at 12:56 see stats
The High Lady's Destiny (Finale) (Nightmare (Adventure) difficulty)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Ulgrik the Unhandsome the Orc Adventurer level 42
38th Pain 124th year of Ascendancy at 22:06 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Ulgrik the Unhandsome the Orc Adventurer level 47
1st Dearth 124th year of Ascendancy at 06:36 see stats
This will make a big Omelette! (Nightmare (Adventure) difficulty)
Collected 40 ritch eggs in the Ritch Hive.By Ulgrik the Unhandsome the Orc Adventurer level 28
22nd Revenge 124th year of Ascendancy at 06:47 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Ulgrik the Unhandsome the Orc Adventurer level 43
39th Pain 124th year of Ascendancy at 03:42 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ulgrik the Unhandsome the Orc Adventurer level 20
1st Revenge 124th year of Ascendancy at 23:55 see stats
We weren't kidding! (Nightmare (Adventure) difficulty)
Die to Nektosh's beam without being pinned, stunned, asleep, dazed, or confused.By Ulgrik the Unhandsome the Orc Adventurer level 16
37th Retaking 124th year of Ascendancy at 08:42 see stats
Log
Ulgrik the Unhandsome picks up ( .): Pyrewither (Shrouds) (12 def, 3 armour, 189 block).
You have found a trap (trap)!
Ulgrik the Unhandsome picks up ( .): bloodstone.
Ulgrik the Unhandsome picks up ( .): fire opal.
Talent Rune: Manasurge is ready to use.
Ulgrik the Unhandsome casts Rune: Manasurge.
Ulgrik the Unhandsome starts to surge mana.
Talent Earth's Eyes is ready to use.
Ulgrik the Unhandsome uses Earth's Eyes.
Ulgrik the Unhandsome picks up ( .): bloodstone.
Talent Infusion: Regeneration is ready to use.
Ulgrik the Unhandsome stops regenerating health quickly.
Ulgrik the Unhandsome uses Infusion: Regeneration.
Ulgrik the Unhandsome starts regenerating health quickly.
Ulgrik the Unhandsome stops surging mana.
There is a portal here (press '' or right click to use).
Ran for 22 turns (stop reason: at exit).
Ulgrik the Unhandsome deactivates Lacerating Strikes.
Ulgrik the Unhandsome deactivates Arcane Feed.
Ulgrik the Unhandsome deactivates Arcane Combat.
Ulgrik the Unhandsome deactivates Stone Skin.
Ulgrik the Unhandsome stops regenerating health quickly.
Ulgrik the Unhandsome deactivates Arcane Power.
Ulgrik the Unhandsome deactivates Mitosis.
Ulgrik the Unhandsome deactivates Lucid Dreamer.
Ulgrik the Unhandsome deactivates Crystalline Focus.
Ulgrik the Unhandsome deactivates Wild Growth.
Ulgrik the Unhandsome deactivates Beyond the Flesh.
Ulgrik the Unhandsome deactivates Augmentation.
