











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escort Rescheduling 1.6.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Infinite Dungeon Challenges Every Level 1.6.5 Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Point Credits 1.6.0Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.6.7Official 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:
Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Embers of Rage 1.6.7Official 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:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 141 / 21% |
| Size | gargantuan |
| Lifes / Deaths | Killed by Doomed Shade of Gamebreaker at level 141 on the 9th Regrowth 124th year of Ascendancy at 07:39 / 5Killed by Doomed Shade of Gamebreaker at level 141 on the 9th Regrowth 124th year of Ascendancy at 07:49 Killed by Doomed Shade of Gamebreaker at level 141 on the 9th Regrowth 124th year of Ascendancy at 07:49 Killed by Doomed Shade of Gamebreaker at level 141 on the 9th Regrowth 124th year of Ascendancy at 07:49 Killed by Doomed Shade of Gamebreaker at level 141 on the 9th Regrowth 124th year of Ascendancy at 07:50 |
Primary Stats
| Strength | 928.66767789505 (base 218) |
| Dexterity | 516.33535579009 (base 218) |
| Constitution | 707.33535579009 (base 218) |
| Magic | 513.66767789507 (base 218) |
| Willpower | 308.33535579014 (base 218) |
| Cunning | 623.13535579014 (base 218) |
Resources
| Mana | 2353/2500 |
| Life | -356/10693 |
| Paradox | 300 |
| Hate | 115/115 |
| Equilibrium | 0 |
| Vim | 1054/1054 |
| Steam | 191/191 |
| Positive | 470/470 |
| Stamina | 1193/1266 |
| Psi | 435/464 |
| Healing Factor | 2.5 |
| Regeneration | 664.83013006313 |
Speed
| Mental | +58.100015307849% |
| Attack | +58.100015307832% |
| Movement | +241.78200594602% |
| Spell | +7.349999999996% |
| Global | +138.9% |
Vision
| Sight | 10 |
| Lite | 14.449719092257 |
| Infravision | 23 |
| See Stealth | 271.51381183658 |
| See Invisible | 292.84916762672 |
| Stealth | 956.74429607437 |
Offense: Mainhand
| Damage | 1852 |
| Accuracy | 166 |
| Crit Chance | 399% |
| APR | 350 |
| Speed | 0.76 |
Offense: Offhand
| Damage | 1719 |
| Accuracy | 166 |
| Crit Chance | 392% |
| APR | 334 |
| Speed | 0.63 |
Offense: Spell
| Spellpower | 176 |
| Crit Chance | 100% |
| Speed | 0.93153237074992 |
Offense: Mind
| Mindpower | 0 |
| Crit Chance | 100% |
| Speed | 0.63251100770163 |
Offense: Damage Bonus
| Acid | +98% |
| Blight | +98% |
| Physical | +115% |
| Cold | +93% |
| All | +30% |
| Lightning | +85% |
| Light | +53% |
| Temporal | +45% |
| Mind | +36% |
| Darkness | +73% |
| Fire | +155% |
| Nature | +154% |
Offense: Damage Penetration
| Acid | +68% |
| Blight | +73% |
| Arcane | +30% |
| Cold | +78% |
| All | +25% |
| Physical | +68% |
| Lightning | +68% |
| Light | +55% |
| Temporal | +45% |
| Mind | +25% |
| Darkness | +68% |
| Fire | +103% |
| Nature | +68% |
Defense: Base
| Armour (hardiness) | 520.23341737895 (100%) |
| Defense | 242 |
| Ranged Defense | 242 |
| Fatigue | 0 |
| Physical Save | 174 |
| Spell Save | 135 |
| Mental Save | 107 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 69%( 70%) |
| Arcane | + 62%( 70%) |
| Cold | + 70%( 70%) |
| All | + 50%( 70%) |
| Physical | + 80%( 80%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 52%( 70%) |
| Mind | + 49%( 70%) |
| Darkness | + 90%( 90%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Disarm Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (6/6)
| Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2896 damage for 4 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 600 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 2270 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.3 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 2668 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.3 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 992 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Thought-Forms | 3.40 |
| 14/5 |
| 14/5 |
| 1/5 |
| 14/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 4.60 |
| 14/5 |
| 1/5 |
| 14/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Psionic / Psi-fighting | 5.50 |
| 1/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.90 |
| 14/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 2.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Bloodthirst | 2.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 0/5 |
| Wild-gift / Corrosive blades | 1.90 |
| 1/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Cursed / Endless hunt | 5.50 |
| 14/5 |
| 1/5 |
| 1/5 |
| 14/5 |
| Wild-gift / Ooze | 2.80 |
| 14/5 |
| 1/5 |
| 14/5 |
| 14/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 14/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 14/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 2.80 |
| 1/5 |
| 14/5 |
| 1/5 |
| 14/5 |
| Celestial / Radiance | 2.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 0/5 |
| Celestial / Crusader | 3.70 |
| 1/5 |
| 1/5 |
| 14/5 |
| 0/5 |
| Wild-gift / Oozing blades | 1.90 |
| 1/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 4.60 |
| 14/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.90 |
| 14/5 |
| 1/5 |
| 1/5 |
| 14/5 |
| Technique / Combat veteran | 1.90 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Celestial / Combat | 2.80 |
| 14/5 |
| 1/5 |
| 14/5 |
| 14/5 |
| Cunning / Shadow magic | 2.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 0/5 |
| Technique / Combat techniques | 1.90 |
| 5/5 |
| 1/5 |
| 1/5 |
| 14/5 |
| Technique / Tireless Combatant | 1.90 |
| 14/5 |
| 1/5 |
| 14/5 |
| 14/5 |
| Corruption / Heart of Fire | 1.90 |
| 14/5 |
| 1/5 |
| 14/5 |
| 14/5 |
| Corruption / Scourge | 3.70 |
| 1/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 6.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 14/5 |
| Wild-gift / Storm drake aspect | 2.80 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Technique / Magical combat | 4.60 |
| 1/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Chronomancy / Speed Control | 1.90 |
| 14/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 5.50 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Cunning / Poisons | 4.40 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Corruption / Rot | 5.50 |
| 14/5 |
| 1/5 |
| 14/5 |
| 0/5 |
| Spell / Temporal | 4.60 |
| 1/5 |
| 14/5 |
| 1/5 |
| 14/5 |
| Wild-gift / Higher draconic abilities | 5.20 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Corruption / Doom covenant | 1.90 |
| 14/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 8.20 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Cursed / Predator | 8.20 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Corruption / Plague | 3.70 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.90 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Steamtech / Engineering | 3.10 |
| 1/5 |
| 14/5 |
| 1/5 |
| 14/5 |
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.30 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 2.40 |
| 1/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.90 |
| 14/5 |
| 14/5 |
| 14/5 |
| 0/5 |
| Technique / Thuggery | 1.90 |
| 1/5 |
| 14/5 |
| 14/5 |
| 0/5 |
| Cursed / Cursed aura | 6.10 |
| 14/5 |
| 14/5 |
| 14/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.90 |
| 14/5 |
| 14/5 |
| 14/5 |
| 0/5 |
| Cunning / Survival | 3.10 |
| 14/5 |
| 14/5 |
| 1/5 |
| 14/5 |
| Technique / Unarmed training | 5.20 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Technique / Combat training | 1.90 |
| 14/5 |
| 14/5 |
| 0/5 |
| 14/5 |
| 14/5 |
| 0/5 |
| Psionic / Dream Forge | 1.90 |
| 14/5 |
| 1/5 |
| 14/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.90 |
| 14/5 |
| 1/5 |
| 14/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Cunning / Scoundrel | 2.90 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Steamtech / Chemistry | 1.90 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Steamtech / Blacksmith | 3.10 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Corruption / Demonic strength | 1.90 |
| 14/5 |
| 1/5 |
| 14/5 |
| 14/5 |
| Technique / Mobility | 1.30 |
| 3/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 2.50 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
| Undead / Skeleton | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.90 |
| 14/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Spell / Stone alchemy | 1.30 |
| 14/5 |
| 14/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 2.50 |
| 14/5 |
| 14/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 12.7)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +27% damage against the undead. Power 2+: -1 Luck, +13 Strength, +13 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 11) when you fall below 54% health Power 4+: Reprieve from Death: Humanoids you slay have a 57% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 2034. Intimidated |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 14.7)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 3%) for 4 turns. Power 1+: Nightwalker: +59 Darkness Resistance, +20% Max Darkness Resistance, +31 See Invisible Power 2+: -1 Luck, +28 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 68% 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 68% for 3 turns. |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 15%. Strength and Willpower are increased by 5. Poisons and diseases have a 45% chance of being neutralized each turn. Cursed Form |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 13.7)Penalty : Fractured Sanity: -3% Mind Resistance, -4% Confusion Immunity Power 1+: Unleashed: +41% critical damage, +33% off-hand weapon damage Power 2+: -1 Luck, +26 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 157% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 6.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 12.7): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 4% when tested. Power 1+: Removed from Reality: +14 Physical Resistance, +10 Maximum Physical Resistance Power 2+: -1 Luck, +24 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 43 mind and 55 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 22 nightmare (summon Terrors and chances to slow, deal 14 Mind damage, and deal 17 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 12.7)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+64% chance to avoid traps). Power 2+: -1 Luck, +24 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+22% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 71% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Eilinurin the orc berserker. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by Emalle the wolf. Escort: repented thief (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Dreadfell. Escort: temporal explorer (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1544. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of the savior. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | voratun greatmaul 'Belusarek' (Misfortune) (70.5-105.75 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.5 - 105.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * flashes light on your target dealing 205 damage Damage (radius 1) on hit: +24 temporal Damage (radius 2) on crit: +126 fire When wielded/worn: Accuracy: +35 (+4 eff.) Armour penetration: +21 Physical crit. chance: +20.0% Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +20 Str Changes resistances: +6% arcane / +3% temporal Changes resistances penetration: +5% blight / +35% fire / +20% temporal Changes damage: +21% physical Critical mult.: +57.00% Global speed: +14% Curse of Misfortune Massive two-handed mauls. |
| On hands | Steam Powered Gauntlets (Madness) (0 def, 16 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +16 Changes stats: +8 Str / +8 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% Curse of Madness Gauntlets. But with steam power! |
| Light source | Radiancemortal the brass lantern (Corpses) Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% acid / +6% fire / +6% light / +5% arcane Changes resistances penetration: +10% cold Changes damage: +6% mind / +20% light Light radius: +8 See stealth: +10 Curse of Corpses 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. |
| On head | Fanged Collar (Corpses) Fanged Collar (Corpses)0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 Curse of Corpses It's a head... but is it yours? |
| On feet | pair of voratun boots 'Duathelorder' (Shrouds) (0 def, 20 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +20 Fatigue: +4% Effects on melee hit: * 10% chance to reduce damage dealt by 5% * 22% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +19 Str / +16 Con Changes resistances: +6% arcane Changes resistances penetration: +5% arcane Changes damage: +9% physical / +15% temporal Physical save: +22 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 Curse of Shrouds It can be used to activate talent Rush, placing all other charms into a 4 cooldown : Effective talent level: 5.7 Power cost: 4 out of 25/25. Range: 10 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Burnumbra the voratun pickaxe (Corpses) (dig speed 14 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +21 Physical crit. chance: +15.0% Defense: +21 (+2 eff.) Fatigue: -10% Damage when hit (Melee): 4 light / 4 fire Changes stats: +32 Str / +3 Dex / +14 Wil Physical save: +5 (+1 eff.) Stamina each turn: +3.00 Mental crit. chance: +14% When carried: Talent granted: +1 Dig Activating this item is instant. Curse of Corpses It can be used to activate talent Perfect Strike, placing all other charms into a 4 cooldown : Effective talent level: 3.8 Power cost: 4 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +84 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Abyssdream' (Nightmares)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +15 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 5 Damage (Melee): 26 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 5 Damage (Ranged): 34 physical Changes stats: +15 Dex / +11 Wil / +33 Cun Changes damage: +3% light / +18% fire Critical mult.: +25.00% Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +15 (+2 eff.) Mindpower: +15 (+0 eff.) Mental crit. chance: +3% Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 3 cooldown : Effective talent level: 5.2 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
| On fingers | voratun ring 'Unredar' (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +16 Str / +4 Wil / +16 Con Changes resistances: +40% cold Changes damage: +20% cold Life regen: +19.00 Mana when firing critical spell: +2.83 Spellpower on spell critical (stacks up to 3 times): +14 Maximum life: +82.00 Spellpower: +5 (+0 eff.) Healing mod.: +20% Curse of Nightmares Rings can have magical properties. |
| Around neck | Fanged Collar (Madness)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... Curse of Madness This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | Blighted Maul (Shrouds) (96-144 power, 22 apr) Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 56 * Blasts creatures in a radius 1 shockwave around your target for 2142.66 to 6427.98 physical damage (based on Strength). * flashes light on your target dealing 241 damage Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +55.00% Knockback immunity: +30% Curse of Shrouds It can be used to knock away other creatures within radius 4), dealing 6245.62 to 12491.23 physical damage (based on Strength) to each Activation costs 8 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
| Around waist | Aerutira (Madness) |
| In off hand | Thunderfall (Shrouds) (50-70 power, 6 apr) Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 205 damage Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical When wielded/worn: Critical mult.: +15.00% Curse of Shrouds It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 9 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
| Cloak | Ce'Nathra the Prismmight (Shrouds) (5 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Str / +16 Mag / +18 Wil / +6 Con Changes resistances: +12% lightning / +34% fire / +34% light Changes resistances penetration: +30% light Changes damage: +12% lightning Spell save: +18 (+2 eff.) Maximum mana: +68.00 Spell crit. chance: +8% Light radius: +4 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 | Monolith Armour (Misfortune) (40 def, 50 armour) Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+3 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag / +15 Con Changes resistances: +10% blight / +10% all Damage affinity(heal): +15% nature Physical save: +35 (+4 eff.) Spell save: +35 (+5 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Stun/Freeze immunity: +30% Life regen: +22.00 Maximum life: +270.00 Spellpower: +25 (+3 eff.) Healing mod.: +30% 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. Curse of Misfortune This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Inventory
medical injector implant of the warrior (efficiency 749% / 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: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 749% efficiency and cooldown mod of 68%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 40)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: 17 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 40.5 steam per turn. Can be activated for an instant burst of 202 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 38)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: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 38.1 steam per turn. Can be activated for an instant burst of 190 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 41%; reduction 8; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion 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 heal for 41% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 8 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; lightning, temporal, light, cold, physical)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 temporal, 5 light, 3 cold, 4 physical It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (1383.34 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (93% of a turn) Is: a spell Description: Inflicts 2004.39 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative ArmourRequires: - 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: Acid GrooveRequires: - 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: Air RecyclerRequires: - 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. |
schematic: Alchemist's HelperRequires: - 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: Antimagic ShellRequires: - 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: Armour ReinforcementRequires: - 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: Back SupportRequires: - 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. |
schematic: Black Light EmitterRequires: - 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: Botanical ShellRequires: - 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: Corrosive ShellRequires: - 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. |
schematic: Crystal EdgeRequires: - 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: Deflection FieldRequires: - 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: Explosive ShellRequires: - 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: Fatal AttractorRequires: - 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: 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. |
5 schematic: Fireproof 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. |
2 schematic: Flare ShellRequires: - 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: Flash PowderRequires: - 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: 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. |
schematic: Frost 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. |
2 schematic: Fungal WebRequires: - 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. |
schematic: Grounding StrapRequires: - 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: Hand CannonRequires: - 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: 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. |
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. |
schematic: Hook ShellRequires: - 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: Incendiary GrooveRequires: - 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. |
schematic: Itching PowderRequires: - 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: 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. |
schematic: Lightning CoilRequires: - 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: Magnetic ShellRequires: - 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. |
schematic: Mana CoilRequires: - 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: Mental StimulatorRequires: - 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: 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. |
4 schematic: Pain Suppressor 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. |
schematic: Poison GrooveRequires: - 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: Razor EdgeRequires: - 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: Rocket BootsRequires: - 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: Rustproof 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. |
2 schematic: Saw ProjectorRequires: - 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: Saw ShellRequires: - 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: Second SkinRequires: - 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. |
schematic: Shocking EdgeRequires: - 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: Shocking TouchRequires: - 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: Silver FiligreeRequires: - 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: Solid ShellRequires: - 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. |
schematic: Spring GrappleRequires: - 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: 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: SteamsawRequires: - 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: Thunder GrenadeRequires: - 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: Thunderclap 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. |
schematic: Toxic Cannister LauncherRequires: - 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: Unstoppable Force 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. |
2 schematic: Viral InjectorRequires: - 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. |
schematic: Voltaic ShellRequires: - 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: Water 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. |
2 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. |
schematic: Weapon Automaton: One HandedRequires: - 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: White Light EmitterRequires: - 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: Winterchill EdgeRequires: - 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Camagar the gold amulet (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 10% Changes resistances: +3% acid / +14% fire / +5% arcane / +15% cold Changes damage: +7% physical Life regen: +3.00 Combat speed: +10% Curse of Misfortune Amulets can have magical properties. |
Garkul's Teeth (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% Only die when reaching: +0.00 life Curse of Shrouds It can be used to activate talent Shattering Shout (costing 2 power out of 48/48) : Effective talent level: 5.2 Power cost: 2 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1663.15 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Gleamqueller (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: -9% Damage when hit (Melee): 2 light Changes stats: +6 Str / +7 Dex / +7 Cun / +7 Con Changes resistances: +3% acid / +1% physical Changes resistances cap: +5% all Reduces incoming crit damage: 10.00% Physical save: +19 (+2 eff.) Poison immunity: +20% Pinning immunity: +20% Life regen: +5.00 Stamina each turn: +1.10 Movement speed: +10% Curse of Misfortune Amulets can have magical properties. |
Splendourstreaker (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +3 Mag / +6 Wil / +10 Cun / +8 Con Changes resistances: +18% blight / +17% mind Confusion immunity: +46% Life regen: +5.00 Stamina each turn: +1.50 Maximum mana: +20.00 Maximum vim: +10.00 Light radius: +2 Movement speed: +10% Curse of Misfortune Amulets can have magical properties. |
The Black Core (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Misfortune "Lock your soul away, and death will never reach you." |
voratun amulet 'Adona' (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +4 Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Str / +10 Wil / +5 Cun / +6 Con Changes resistances: +12% lightning / +14% light / +23% darkness / +6% nature Changes damage: +9% physical Physical save: +35 (+4 eff.) Mental save: +13 (+2 eff.) Blindness immunity: +38% Confusion immunity: +25% Life regen: +7.00 Maximum life: +76.00 Mindpower: +15 (+0 eff.) Curse of Corpses Amulets can have magical properties. |
voratun amulet (Shrouds)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Shrouds Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 2 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Bloodcaller (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Corpses You won the Ring of Blood trial, and this is your reward. |
Gloompulverizer (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 5% Changes resistances: +36% lightning / +12% darkness / +36% cold / +19% mind / +6% arcane Changes resistances penetration: +20% darkness / +31% arcane Changes damage: +18% cold Curse of Nightmares Rings can have magical properties. |
Ring of the Archlich (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) Curse of Nightmares This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
The Black Ring (Misfortune)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.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Misfortune "An innocuous bauble. Until you look through the hole." |
Wheel of Fate (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Corpses It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
voratun ring (Shrouds)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Shrouds Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (Madness) (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Madness Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Khulmanar's Wrath (Misfortune) (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. Curse of Misfortune It can be used to activate talent Infernal Breath (costing 6 power out of 35/35) : Effective talent level: 3.9 Power cost: 6 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 2801.59 fire damage, and flames will be left dealing a further 677.74 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Winterresolve (Corpses) (55.5-83.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +49 lightning / +41 cold When wielded/worn: Accuracy: +46 (+5 eff.) Defense: +16 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 10% Damage when hit (Melee): 8 cold Changes stats: +13 Str Changes resistances: +12% lightning / +3% fire Changes resistances penetration: +33% lightning / +34% cold Changes damage: +20% physical Disarm immunity: +52% Movement speed: +60% Curse of Corpses Massive two-handed battleaxes. |
stralite battleaxe 'Darklady' (Madness) (59-88.5 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +23 darkness Damage (radius 1) on hit: +23 physical Damage (radius 2) on crit: +23 physical When wielded/worn: Accuracy: +30 (+4 eff.) Armour penetration: +23 Physical crit. chance: +4.0% Changes resistances penetration: +29% blight / +19% physical Changes damage: +12% blight Critical mult.: +0.00% Physical save: +12 (+1 eff.) Curse of Madness Massive two-handed battleaxes. |
Astelrid's Clubstaff (Nightmares) (45-67.5 power, 4 apr)Requires: - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Wil, 90% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+2 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Curse of Nightmares Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
Laser Powered Giant Smasher (Madness) (80-120 power, 0 apr)Requires: - Strength 40 Powered by unknown forces Powered by steamtech 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 80.0 - 120.0 Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 Crit. chance: +25.0% Attack speed: 100% Damage (Melee): +20 lightning / +20 fire When wielded/worn: Damage against: +10% Humanoid / +10% Giant Talent granted: +1 Laser Powered Smash Confusion immunity: +100% Fear immunity: +100% Curse of Madness The Laser Powered Giant Smasher, nicknamed the Gloryhammer. You can feel it vibrating with untold power in your hands. |
voratun greatmaul 'Skyspire' (Corpses) (74.5-111.75 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 74.5 - 111.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 221 damage Damage (Melee): +4 physical Damage (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +31 (+4 eff.) Armour penetration: +20 Armour: +10 Defense: +10 (+1 eff.) Changes resistances penetration: +5% lightning / +21% physical Curse of Corpses Massive two-handed mauls. |
voratun greatmaul 'Snowidol' (Madness) (66.5-99.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +16 cold / +27 nature / +8 arcane Damage (radius 2) on crit: +12 mind / +100 fire When wielded/worn: Accuracy: +35 (+4 eff.) Damage when hit (Melee): 6 mind Changes stats: +10 Dex / +3 Wil Changes resistances penetration: +10% blight / +33% fire Spellpower on spell critical (stacks up to 3 times): +4 Global speed: +13% Combat speed: +10% Curse of Madness Massive two-handed mauls. |
Morrigor (Nightmares) (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: 40% Wil, 110% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 333.61 arcane and 443.17 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 (+3 eff.) Spell crit. chance: +12% Curse of Nightmares 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. |
Ureslak's Femur (Madness) (52-72.8 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers Curse of Madness A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+5 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 29 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Telos Spire of Power (Madness) (37-44.4 power, 4 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Cun / +7 Mag Changes damage: +37% acid / +37% darkness / +37% blight / +37% cold / +37% arcane / +37% light Damage affinity(heal): +15% acid / +15% darkness / +15% blight / +15% cold / +15% arcane / +15% light Talent granted: +1 Command Staff Critical mult.: +30.00% Spell save: +16 (+2 eff.) Mental save: +16 (+2 eff.) Confusion immunity: +40% Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +100.00 Maximum vim: +50.00 Spellpower: +30 (+3 eff.) Spell crit. chance: +30% Damage Resonance (when hit): +15% Curse of Madness It can be used to turn into a corrupted losgoroth (poison, disease, cut and confusion immune; converts half damage into life drain; does not require breath) for 10 turns Activation costs 3 power out of 15/15. Telos was an extremely powerful mage during the Age of Dusk, hated by his peers and feared by the common folk; he was hunted for a long while. He finally fell from his place of power, Telmur, but his spirit still lingers. |
Legacy of the Naloren (Madness) (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 stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 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 (+0 eff.) Mental crit. chance: +12% Light radius: +2 Curse of Madness It can be used to activate talent Implode (costing 6 power out of 60/60) : Effective talent level: 2.6 Power cost: 6 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 1 turns and dealing 96.5 Physical damage each turn. The duration and damage improve with 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. |
Trident of the Tides (Shrouds) (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 40% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+2 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). Curse of Shrouds It can be used to activate talent Freeze (costing 9 power out of 150/150) : Effective talent level: 3.9 Power cost: 9 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 1043.60. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Razorblade, the Cursed Waraxe (Corpses) (38-53.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+5 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical Curse of Corpses This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Urthoroddadulin (Misfortune) (43-60.2 power, 7 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 nature Damage (radius 1) on hit: +4 physical Damage (radius 2) on crit: +90 fire When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +12 Changes stats: +1 Str Changes resistances: +4% physical Changes resistances penetration: +12% all / +23% fire Only die when reaching: -40.00 life Global speed: +6% Curse of Misfortune One-handed war axes. |
Rootlord (Nightmares)Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +30 (+2 eff.) Effects on melee hit: * 30% chance to reduce strength, dexterity, and constitution by 56 Changes stats: +12 Str / +11 Con Changes resistances: +13% lightning / +15% temporal / +7% arcane / +18% blight Changes resistances penetration: +5% blight / +20% nature Changes damage: +3% arcane / +6% temporal Physical save: +27 (+3 eff.) Size category: +2 Curse of Nightmares A belt that goes around your waist. |
Galen's Flowing Robe (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil / +7 Cun Changes resistances: +15% all Changes damage: +37% lightning / +37% temporal / +37% cold / +37% fire / +37% arcane / +37% physical Talent masteries: +0.10 Spell / Occult technomancy +0.10 Spell / Galvanic technomancy +0.10 Spell / Terrene technomancy Mana each turn: +2.00 Maximum mana: +77.00 Spellpower: +35 (+4 eff.) Spell crit. chance: +12% 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown Curse of Corpses This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Temporal Augmentation Robe - Designed In-Style (Madness) (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+2 eff.) Curse of Madness It can be used to activate talent Temporal Reprieve (costing 8 power out of 50/50) : Effective talent level: 1.3 Power cost: 8 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Anti-Gravity Boots (Nightmares) (8 def, 8 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 2% chance to fail to operate properly (reduced by Cunning). Curse of Nightmares It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (1300 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (2126 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 3 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Shoes of Moving Quickly (Misfortune) (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+1 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Curse of Misfortune Accurately? Less so. |
Shoes of Moving Slowly (Corpses) (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Corpses It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
The Black Boots (Shrouds) (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Shrouds "It's a treacherous road to the top of the world." |
Steam Powered Helm (Nightmares) (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Curse of Nightmares A Helmet. But with steam power! |
Steel Helm of Garkul (Misfortune) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 0 % chance to summon an orc spirit Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances: +0% mind Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
drakeskin leather hat 'Toxinwind' (Corpses) (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 25% chance to slow global speed by 10% * 25% chance to reduce all saves and defense by 5 Damage when hit (Melee): 6 nature Changes stats: +9 Str / +9 Dex / +9 Wil / +5 Cun / +10 Con Mindpower: +31 (+0 eff.) Skullcracker multiplicator: +3 Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 3 cooldown : Effective talent level: 5.7 Power cost: 3 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1537.9 Physical damage. If the attack hits, the target is confused (49% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 15 power out of 100/100. The very essence of bearness! |
12 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. |
2148 alchemist agate (Shrouds)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Shrouds Gems can be sold for money or used in arcane rituals. |
13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
7 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. |
18 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 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 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 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. |
Tooth of the Mouth (Madness) (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig Curse of Madness A huge tooth taken from the Mouth, in the Deep Bellow. |
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 Activation costs 12 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
13 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. |
10 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. |
10 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. |
20 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all 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. |
Dúathedlen Heart (Madness)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). Curse of Madness This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic 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 Casts lasers on spellcast when worn or imbued. 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 Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable 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) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
61 alchemist bloodstone (Shrouds)0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Curse of Shrouds Gems can be sold for money or used in arcane rituals. |
30 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. |
19 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. |
16 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. |
15 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 Recall (13/13)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 Activation costs 29 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 2 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+2 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
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. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 5 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. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
16 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. |
22 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 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. |
33 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. |
14 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. |
16 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. |
4 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. |
12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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. |
2 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: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Gamebreaker the Ogre Adventurer level 70
70th Regrowth 123rd year of Ascendancy at 16:26 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Gamebreaker the Ogre Adventurer level 114
31st Dusk 123rd year of Ascendancy at 18:08 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Gamebreaker the Ogre Adventurer level 70
64th Regrowth 123rd year of Ascendancy at 11:03 see stats
Anti-Antimagic! (Madness (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Gamebreaker the Ogre Adventurer level 55
66th Haze 122nd year of Ascendancy at 15:06 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By Gamebreaker the Ogre Adventurer level 79
78th Regrowth 123rd year of Ascendancy at 05:33 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Gamebreaker the Ogre Adventurer level 82
6th Pyre 123rd year of Ascendancy at 19:01 see stats
Atamathoned! (Madness (Roguelike) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Gamebreaker the Ogre Adventurer level 141
24th Haze 123rd year of Ascendancy at 11:47 see stats
Back and there again (Madness (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Gamebreaker the Ogre Adventurer level 94
3rd Mirth 123rd year of Ascendancy at 02:03 see stats
Bookception! (Madness (Roguelike) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Gamebreaker the Ogre Adventurer level 107
22nd Dusk 123rd year of Ascendancy at 21:05 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Gamebreaker the Ogre Adventurer level 76
76th Regrowth 123rd year of Ascendancy at 22:03 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Gamebreaker the Ogre Adventurer level 130
21st Haze 123rd year of Ascendancy at 01:33 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By Gamebreaker the Ogre Adventurer level 141
44th Haze 123rd year of Ascendancy at 23:53 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Gamebreaker the Ogre Adventurer level 38
70th Dusk 122nd year of Ascendancy at 12:43 see stats
Demonic Invasion (Madness (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Gamebreaker the Ogre Adventurer level 116
1st Haze 123rd year of Ascendancy at 08:34 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Gamebreaker the Ogre Adventurer level 74
74th Regrowth 123rd year of Ascendancy at 02:53 see stats
Dethroned (Madness (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Gamebreaker the Ogre Adventurer level 105
22nd Dusk 123rd year of Ascendancy at 16:00 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Gamebreaker the Ogre Adventurer level 38
35th Dusk 122nd year of Ascendancy at 04:40 see stats
Evil denied (Madness (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Gamebreaker the Ogre Adventurer level 141
21st Haze 123rd year of Ascendancy at 14:07 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Gamebreaker the Ogre Adventurer level 40
77th Dusk 122nd year of Ascendancy at 04:57 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Gamebreaker the Ogre Adventurer level 52
48th Haze 122nd year of Ascendancy at 11:21 see stats
Fear of Fours (Madness (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Gamebreaker the Ogre Adventurer level 122
19th Haze 123rd year of Ascendancy at 00:25 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Gamebreaker the Ogre Adventurer level 80
1st Pyre 123rd year of Ascendancy at 07:24 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Gamebreaker the Ogre Adventurer level 57
72nd Haze 122nd year of Ascendancy at 19:40 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Gamebreaker the Ogre Adventurer level 84
6th Pyre 123rd year of Ascendancy at 19:03 see stats
I'm a cool hero (Madness (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Gamebreaker the Ogre Adventurer level 51
46th Haze 122nd year of Ascendancy at 17:37 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Gamebreaker the Ogre Adventurer level 38
35th Dusk 122nd year of Ascendancy at 04:40 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Gamebreaker the Ogre Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 21:58 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Gamebreaker the Ogre Adventurer level 20
2nd Dusk 122nd year of Ascendancy at 23:15 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Gamebreaker the Ogre Adventurer level 30
20th Dusk 122nd year of Ascendancy at 00:18 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Gamebreaker the Ogre Adventurer level 40
77th Dusk 122nd year of Ascendancy at 04:56 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Gamebreaker the Ogre Adventurer level 50
44th Haze 122nd year of Ascendancy at 14:37 see stats
Now, this is impressive! (Madness (Roguelike) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Gamebreaker the Ogre Adventurer level 141
69th Haze 123rd year of Ascendancy at 20:15 see stats
Orcrist (Madness (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Gamebreaker the Ogre Adventurer level 119
1st Haze 123rd year of Ascendancy at 13:24 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Gamebreaker the Ogre Adventurer level 24
12nd Dusk 122nd year of Ascendancy at 05:10 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By Gamebreaker the Ogre Adventurer level 38
37th Dusk 122nd year of Ascendancy at 03:36 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Gamebreaker the Ogre Adventurer level 121
10th Haze 123rd year of Ascendancy at 02:58 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Gamebreaker the Ogre Adventurer level 16
9th Flare 122nd year of Ascendancy at 16:35 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Gamebreaker the Ogre Adventurer level 12
8th Mirth 122nd year of Ascendancy at 08:59 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Gamebreaker the Ogre Adventurer level 75
74th Regrowth 123rd year of Ascendancy at 03:36 see stats
Tactical master (Madness (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Gamebreaker the Ogre Adventurer level 137
21st Haze 123rd year of Ascendancy at 14:07 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Gamebreaker the Ogre Adventurer level 10
4th Mirth 122nd year of Ascendancy at 13:13 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Gamebreaker the Ogre Adventurer level 119
1st Haze 123rd year of Ascendancy at 13:18 see stats
The Old Ones (Madness (Roguelike) difficulty)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Gamebreaker the Ogre Adventurer level 72
73rd Regrowth 123rd year of Ascendancy at 16:41 see stats
The Sun Still Shines (Madness (Roguelike) difficulty)
Aeryn survived the last battle.By Gamebreaker the Ogre Adventurer level 141
21st Haze 123rd year of Ascendancy at 14:07 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Gamebreaker the Ogre Adventurer level 24
12nd Dusk 122nd year of Ascendancy at 05:10 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Gamebreaker the Ogre Adventurer level 22
6th Dusk 122nd year of Ascendancy at 06:32 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Gamebreaker the Ogre Adventurer level 86
27th Pyre 123rd year of Ascendancy at 18:07 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Gamebreaker the Ogre Adventurer level 22
3rd Dusk 122nd year of Ascendancy at 11:43 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gamebreaker the Ogre Adventurer level 10
4th Mirth 122nd year of Ascendancy at 01:09 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Gamebreaker the Ogre Adventurer level 141
9th Regrowth 124th year of Ascendancy at 07:40 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Gamebreaker the Ogre Adventurer level 69
64th Regrowth 123rd year of Ascendancy at 07:22 see stats
You were not supposed to see that! (Madness (Roguelike) difficulty)
Read a Forbidden Tome.By Gamebreaker the Ogre Adventurer level 104
22nd Dusk 123rd year of Ascendancy at 08:53 see stats
Log
Doomed Shade of Gamebreaker evades Gamebreaker.
Doomed Shade of Gamebreaker slows down.
Doomed Shade of Gamebreaker misses Gamebreaker.
Doomed Shade of Gamebreaker evades Gamebreaker.
Doomed Shade of Gamebreaker evades Gamebreaker.
Gamebreaker evades Doomed Shade of Gamebreaker.
Doomed Shade of Gamebreaker misses Gamebreaker.
Doomed Shade of Gamebreaker misses Gamebreaker.
Gamebreaker's morale has been lowered.
Doomed Shade of Gamebreaker casts Temporal Shield.
Doomed Shade of Gamebreaker's mind surges with critical power!
Doomed Shade of Gamebreaker's spell attains critical power!
Gamebreaker uses Retch.
Gamebreaker VOMITS on the ground!
You fight through the pain! (+12 hate)
Doomed Shade of Gamebreaker's spell attains critical power!
You fight through the pain! (+5 hate)
Doomed Shade of Gamebreaker receives 9191 healing from Blood Splash.
Mindrot hits Gamebreaker for 3686 mind, 1193 mind, 2281 darkness (7160 total damage).
Doomed Shade of Gamebreaker uses Corrosive Mist.
Doomed Shade of Gamebreaker's mind surges with critical power!
Doomed Shade of Gamebreaker's spell attains critical power!
Doomed Shade of Gamebreaker's mind surges with critical power!
Your hatred grows even as your life fades! (+16 hate)
Doomed Shade of Gamebreaker's spell attains critical power!
Doomed Shade of Gamebreaker's spell attains critical power!
Blood Splash hits Doomed Shade of Gamebreaker for 9191 healing, 9191 healing (0 total damage) [18383 healing].
Mindrot hits Gamebreaker for 3642 mind damage.
Gamebreaker the level 141 skeleton adventurer was mentally tortured to death by a Doomed Shade of Gamebreaker but nobody knew why him suddenly became evil on level 3 of Shadow Crypt.
Doomed Shade of Gamebreaker prepares for the next kill!.

















































































































































































































































































































































































































































