










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows 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 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 50 / 674% |
| Size | gargantuan |
| Lifes / Deaths | Killed by shadow at level 24 on the 15th Haze 122nd year of Ascendancy at 15:30 3 / 4Killed by shadow at level 24 on the 15th Haze 122nd year of Ascendancy at 17:53 Killed by thought-forged bowman at level 24 on the 15th Haze 122nd year of Ascendancy at 19:46 Killed by shadow at level 24 on the 15th Haze 122nd year of Ascendancy at 21:23 |
| Antimagic | Follower |
Primary Stats
| Strength | 120.24367634926 (base 65) |
| Dexterity | 75.487352698526 (base 36) |
| Constitution | 67.487352698526 (base 12) |
| Magic | 11.243676349263 (base 8) |
| Willpower | 109.48735269853 (base 61) |
| Cunning | 132.48735269853 (base 62) |
Resources
| Life | 1921/1921 |
| Hate | 77/100 |
| Equilibrium | 30 |
| Steam | 100/100 |
| Healing Factor | 1.7036852886958 |
| Regeneration | 70.277018158701 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | -1.1102230246252E-14% |
| Movement | +162.3143302512% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 5 |
| See Stealth | 23 |
| See Invisible | 26.487352698525 |
Offense: Mainhand
| Damage | 203 |
| Accuracy | 64 |
| Crit Chance | 73% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 132 |
| Accuracy | 64 |
| Crit Chance | 68% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 97 |
| Crit Chance | 73% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +30% |
| Acid | +6% |
| Light | +44% |
| Nature | +25% |
| Cold | +20% |
| Physical | +21% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| Physical | -5% |
| Fire | -10% |
| All | -20% |
Defense: Base
| Armour (hardiness) | 120.25579532785 (100%) |
| Defense | 80 |
| Ranged Defense | 80 |
| Fatigue | 10 |
| Physical Save | 70 |
| Spell Save | 52 |
| Mental Save | 79 |
Defense: Resistances
| Acid | + 54%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 60%( 74%) |
| Cold | + 70%( 70%) |
| All | + 46%( 70%) |
| Lightning | + 62%( 70%) |
| Light | + 54%( 70%) |
| Temporal | + 51%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 68%( 81%) |
| Fire | + 68%( 70%) |
| Nature | + 54%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 70% |
| Blind Resistance | 44% |
| Silence Resistance | 10% |
| Bleed Resistance | 94% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 75% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 68% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -914 life. The duration and life will increase by 1% for every 1% life you have lost (currently 914 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 110% efficiency and cooldown mod of 50%. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 909% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 194% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. |
Class Talents
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Cursed / Slaughter | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.40 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Antimagic Shield |
| talent | Savage Hunter |
| talent | Surge |
| talent | Gloom |
| talent | Stalk |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.2)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +18% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 72% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.1% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- Ce'Nivea the storm wyrm 20% Received damage reduction against: - Storm - Fire - Orc |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +21 Darkness Resistance, +11% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 21% 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 21% for 3 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+21% resist all). Shroud of Passing |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.2)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 19 turns, retch (level 3) when you fall below 47% health Power 4+: Reprieve from Death: Humanoids you slay have a 41% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 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 86 mind and 66 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 139 Mind damage, and deal 107 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 5.2)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 (+42% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 46% 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 |
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 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
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 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Cunning by +5. | 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. | active |
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 ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * The fortress shadow has asked that you come back as soon as possible. * 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: 26. | 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. You have been shown a secret entrance to his stronghold. * 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
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
| On feet | Steam Powered Boots (Nightmares) (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Phys.save +15 (+4 eff.) Pinning- +75% Knockbk- +25% Teleport- +100% Generate 3 steam each time you walk. Curse of Nightmares Boots. But with steam power! |
| Light source | dwarven lantern 'Relgyrek' (Madness) 1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats +4 Con dps ---------- Mind.crit +8% Crit.mult +15.00% Mind.pwr +29 (+6 eff.) Dmg.mod +20% light ----- def ----- Resists +14% blight +9% temporal Mind.save +24 (+5 eff.) HP.reg +4.00 ---------- misc Hate/m.crit +1.00 Light +10 See.Stealth +23 See.Invis +14 Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | voratun helm 'Xodamira' (Corpses) (7 def, 18 armour) 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Dex +16 Cun +8 Con dps ---------- Phys.pwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +21% mind Res.pen +15% physical ----- def ----- Armour +18 Defense +7 (+2 eff.) Fatigue +5% Resists +13% cold +10% fire +6% all Phys.save +13 (+4 eff.) Mind.save +15 (+3 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (Misfortune) (6 def, 8 armour) 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+1 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Unarmed combat: Power 34.0 - 47.6 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Curse of Misfortune Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 197.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | dwarven-steel pickaxe 'Ulydir' (Shrouds) (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +3 Dex +7 Con dps ---------- Spell.crit +7% Crit.mult +10.00% ----- def ----- Phys.save +10 (+3 eff.) Spell.save +23 (+8 eff.) Mind.save +10 (+2 eff.) Max.HP +62.00 ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Xerowen the voratun ring (Misfortune)0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +9% mind +9% physical Apr +3 ----- def ----- Defense +15 (+3 eff.) Mind.save +13 (+3 eff.) Max.HP +73.00 HP.reg +10.00 Heal.mod +20% Confus- +34% Curse of Misfortune Rings make your fingers look great! |
| On fingers | Lorolar (Shrouds)0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +8 Wil +8 Cun +10 Con dps ---------- Phys.pwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +6% acid +20% cold ----- def ----- Armour +4 Resists +15% blight +40% cold HP.reg +8.00 Heal.mod +10% Cut- +24% Silence- +10% Stun/Frz- +50% Curse of Shrouds Rings make your fingers look great! |
| Around neck | insulating voratun amulet of perfection (0.40 Cursed / Cursed aura,0.40 Cursed / Fears) (Misfortune)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +23% fire +25% cold ---------- misc Masteries +0.40 Cursed/Cursed aura +0.40 Cursed/Fears Curse of Misfortune Amulets make your neck look great! |
| In main hand | Butcher (Madness) (48-67 power, 12 apr) 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. * flashes light on your target dealing 111 damage On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Crit.mult +15.00% Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Curse of Madness Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
| Around waist | Stokewrecker (Shrouds) 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +5 Cun +5 Con dps ---------- Phys.crit +14.0% Mind.crit +15% Phys.pwr +26 (+5 eff.) Res.pen +10% fire Melee Ret 2 nature ----- def ----- Armour +13 Defense +15 (+3 eff.) Fatigue -20% Resists +9% fire Phys.save +46 (+11 eff.) Spell.save +11 (+4 eff.) Mind.save +6 (+1 eff.) Max.HP +60.00 Blind- +20% ---------- misc Max.enc +50 Size +2 Curse of Shrouds A belt that goes around your waist. |
| In off hand | voratun longsword 'Blindspawner' (Corpses) (43-60 power, 6 apr) 3.0 T5 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 43.0 - 60.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 nature +4 light On Crit.r2 +20 light +4 fire On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) * flashes light on your target dealing 107 damage On Crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Crit.mult +15.00% Phys.pwr +15 (+3 eff.) Acc +12 (+3 eff.) ----- def ----- Defense +14 (+3 eff.) Crit.chn- 5.00% Mind.save +6 (+1 eff.) Blind- +24% Disarm- +50% Curse of Corpses Sharp, long, and deadly. |
| Cloak | Splendourspawner (Corpses) (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +24% light Phasing +30% ----- def ----- Defense +2 (+1 eff.) Resists +15% blight +16% nature +30% lightning Spell.save +9 (+3 eff.) HP.reg +7.00 Heal.mod +15% Stun/Frz- +50% ---------- misc Light +3 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Plate of the Blackened Mind (Madness) (15 def, 40 armour) 17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+3 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+4 eff.) Mind.save +25 (+5 eff.) HP.reg +10.00 Poison- +70% Disease- +70% Cut- +70% Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Curse of Madness Dominate: Level 4.5 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 23 Armour, 34 Defense and your attacks will gain 43% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Primal Infusion (affinity 21%; reduction 4; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the sneak (die at -901; dur 6; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -901 life. The duration and life will increase by 1% for every 1% life you have lost (currently 901 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the warrior (die at -660; dur 5; cd 26)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -660 life. The duration and life will increase by 1% for every 1% life you have lost (currently 660 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the warrior (die at -695; dur 7; cd 27)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -695 life. The duration and life will increase by 1% for every 1% life you have lost (currently 695 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 713%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 713% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 797%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 797% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 861%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 861% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 522; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 522 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 779; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 779 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 442; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 442 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 763; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 763 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 472; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 472 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 35%; mental; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 41%; mental; dur 2; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 41% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 40%; mental; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 19%; mental; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
stormshield rune of the sneak (threshold 53; blocks 7; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 7 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Daneth's Neckguard (Nightmares)2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical Curse of Nightmares A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Dazzleriver the stralite amulet (Corpses)0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Crit.mult +20.00% Dmg.mod +15% light +15% blight Res.pen +15% physical Melee Ret 4 light ----- def ----- Resists +24% temporal Pinning- +34% Knockbk- +44% Curse of Corpses Amulets make your neck look great! |
Belybar the voratun amulet (Misfortune)0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +9 Str dps ---------- S.pwr/crit +6 Melee Ret 10 blight ----- def ----- Spell.save +12 (+4 eff.) Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Mana/turn +0.52 Mana/s.crit +2.09 Max.mana +100.00 Curse of Misfortune Amulets make your neck look great! |
Frost Lord's Chain (Shrouds)0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+5 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. Curse of Shrouds This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Windraptor the voratun amulet (Misfortune)0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +9 Mag dps ---------- On Hit (Melee): * 21% chance to slow global speed by 78% ----- def ----- Resists +12% nature Crit.chn- 15.80% Phys.save +25 (+7 eff.) Spell.save +25 (+8 eff.) Mind.save +20 (+4 eff.) ---------- misc Light +3 Infravis +3 See.Invis +18 Curse of Misfortune Amulets make your neck look great! |
voratun amulet 'Shimmerprophet' (Nightmares)0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Str +12 Dex +9 Wil +10 Cun +10 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Mov.spd +10% Res.pen +20% lightning Acc +20 (+5 eff.) ----- def ----- Fatigue -10% Resists +3% blight Phys.save +25 (+7 eff.) Spell.save +25 (+8 eff.) Mind.save +22 (+4 eff.) HP.reg +4.00 ---------- misc Stam/turn +1.10 Masteries +0.39 Steamtech/Physics Curse of Nightmares Amulets make your neck look great! |
warrior's voratun amulet of vision (Shrouds)0.1 T5 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +15% physical Blind- +19% ---------- misc Stam/turn +1.20 Infravis +7 Sight +2 See.Invis +7 Curse of Shrouds Amulets make your neck look great! |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. |
Lustrequake the copper ring (Nightmares)0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% light Melee Ret 4 mind ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Light +3 Curse of Nightmares Rings make your fingers look great! |
Thundersweep (Misfortune)0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Fatigue -5% Resists +5% arcane +3% lightning Crit.chn- 10.00% Die.at -20.00 life Disease- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +21 Curse of Misfortune Rings make your fingers look great! |
Mayydhemina the steel ring (Nightmares)0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +12% cold ----- def ----- Resists +9% temporal +7% blight +24% cold +13% nature +6% fire Poison- +16% Disease- +14% Curse of Nightmares Rings make your fingers look great! |
Ring of Growth (Madness)0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% Curse of Madness This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Demonraven (Shrouds)0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Cun +2 Mag dps ---------- Dmg.mod +18% darkness Res.pen +25% cold ----- def ----- Defense +14 (+3 eff.) Resists +20% darkness Crit.chn- 15.00% ---------- misc Infravis +3 See.Invis +6 Curse of Shrouds Rings make your fingers look great! |
Inertial Twine (Shrouds)0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% Curse of Shrouds This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Bloodcaller (Misfortune)0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Misfortune You won the Ring of Blood trial, and this is your reward. |
Ring of the Dead (Shrouds)0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! Curse of Shrouds This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
sneakthief's stralite ring of speed (Corpses)0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +7 Cun +6 Dex dps ---------- Mov.spd +10% Acc +17 (+4 eff.) ----- def ----- Defense +9 (+2 eff.) Curse of Corpses Blinding Speed: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
Mnemonic (Madness)0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+3 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+4 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Curse of Madness Mental Shielding: (Instant) Level 3.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
voratun fire opal ring (Madness)0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +10 Cun +9 Dex dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Acc +12 (+3 eff.) Curse of Madness Rings make your fingers look great! |
voratun pearl ring (Shrouds)0.1 T5 ring jewelry [Ego+] Nature While equipped: ----- def ----- Armour +5 Resists +13% blight +14% nature +5% all Poison- +23% Disease- +23% Curse of Shrouds Rings make your fingers look great! |
Khulmanar's Wrath (Madness) (70-105 power, 8 apr)3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Curse of Madness Infernal Breath: Level 4.5 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 249.35 fire damage, and flames will be left dealing a further 58.35 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. |
balanced voratun battleaxe of evisceration (Corpses) (56-85 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 56.5 - 84.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 312 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +19.0% Phys.pwr +21 (+4 eff.) Acc +9 (+2 eff.) ----- def ----- Defense +21 (+4 eff.) Disarm- +62% Curse of Corpses Massive two-handed battleaxes. |
Dream Malleus (Nightmares) (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +17 mind On Hit: * 14% chance to reduce all saves and defense by 49 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Dex +5 Wil +2 Cun dps ---------- Mind.crit +5% Mind.pwr +15 (+3 eff.) Dmg.mod +10% mind +28% physical ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 Curse of Nightmares A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Anmalice (Nightmares) (47-66 power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-8 eff.) Curse of Nightmares The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Vilefoe the stralite longsword (Nightmares) (35-49 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Nature Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +20 lightning On Crit.r2 +24 lightning +33 cold On Hit: * 20% chance to slow global speed by 78% * 20% chance to reduce damage dealt by 39% While equipped: dps ---------- Mov.spd +36% Dmg.mod +21% nature Res.pen +21% lightning +18% cold On Hit (Melee): * 20% chance to slow global speed by 78% ----- def ----- Resists +15% lightning +6% darkness Curse of Nightmares Sharp, long, and deadly. |
Wildbraze (Madness) (48-67 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Nature/Master Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +4 nature On Hit.r1 +8 nature While equipped: Stats +17 Str +5 Dex +9 Mag +7 Wil +6 Cun +8 Con dps ---------- Dmg.mod +13% physical Res.pen +15% nature Acc +14 (+3 eff.) Melee Ret 4 arcane On Hit (Melee): * 20% chance to slow global speed by 78% Curse of Madness Sharp, long, and deadly. |
Duathelkill the stralite mace (Madness) (38-52 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Master Power 37.5 - 52.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +11 Str +4 Mag dps ---------- Phys.crit +2.0% Spell.crit +7% Crit.mult +10.00% Dmg.mod +12% physical Acc +18 (+4 eff.) Melee Ret 6 arcane ----- def ----- Resists +9% darkness Curse of Madness Blunt and deadly. |
Ureslak's Femur (Nightmares) (52-73 power, 5 apr)3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers Curse of Nightmares A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
quick voratun waraxe of crippling (Misfortune) (40-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego++] Master Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Dex dps ---------- Phys.crit +8.0% Phys.spd +10% Acc +15 (+4 eff.) Curse of Misfortune One-handed war axes. |
Shantiz the Stormblade (Corpses) (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
Poltergeist's Nithan's Force (Madness)4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 111% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Curse of Madness Bull Shot: Level 5.5 Pwr.cost 16 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Murderfang's Surekill (Nightmares)4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill Curse of Nightmares "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
The Shotgonne (Misfortune)9.0 T5 steamgun 2H weapon Reqs Shoot [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Dmg.mult 125% Range +6 Proj.spd +600% Uses 4.0 Steam When fired, shoots up to 4 extra shots at random foes with a radius 4 cone centered on the target. Curse of Misfortune This huge steamgun can be loaded with more than one bullet so that multiple shots can be fired in a nasty cone of death. It also seems to have been carefully balanced to work like a dual gun set. |
Thoughtcaster (Misfortune)4.0 T5 steamgun 1H weapon Reqs Shoot [Unique] Psionic/Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 126.10 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+3 eff.) Mind.pwr +15 (+3 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. Curse of Misfortune From body, mind. From mind, body. |
voratun steamgun 'Galebreacher' (Nightmares)4.0 T5 steamgun 1H weapon Reqs Shoot [Random Unique] Arcane/Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +20 cold On Crit.r2 +12 physical Uses 2.0 Steam While equipped: Stats +11 Str +13 Dex +11 Mag +24 Wil +10 Cun +24 Con dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +6% lightning Max.HP +89.00 ---------- misc Reload +3 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Stokewild the pouch of voratun shots (Misfortune) (20/20, 54-65 power, 6 apr)3.0 T5 shot ammo [Random Unique] Nature/Psionic Power 54.0 - 64.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Rld cld 6 Ranged+ +33 lightning +19 mind +4 fire On Hit.r1 +12 nature +12 fire On Crit.r2 +10 lightning +4 fire On Hit: * 24% chance to reduce all saves and defense by 49 * 20% chance to slow global speed by 78% * 20% chance to create vines that bind the target to the ground dealing 342 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
Scale Mail of Kroltar (Shrouds) (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Shrouds Devouring Flame: Level 4.5 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 72.01 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Monolith Armour (Madness) (40 def, 50 armour)17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+8 eff.) ----- def ----- Armour +50 Defense +40 (+8 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+9 eff.) Spell.save +35 (+11 eff.) Max.HP +270.00 HP.reg +10.00 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 Madness 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. |
Nerotha (Misfortune)1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Res.pen +25% physical Acc +10 (+2 eff.) Melee Ret 10 physical ----- def ----- Resists +11% fire +10% cold ---------- misc Stam/turn +2.00 Curse of Misfortune A belt that goes around your waist. |
Emblem of Evasion (Nightmares)1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +30% Curse of Nightmares Evasion: (Instant) Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
drakeskin leather belt 'Zubyrana' (Corpses)1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +6 Cun +9 Lck ----- def ----- Resists +8% acid +3% darkness +6% cold +8% fire +6% nature +11% lightning Spell.save +6 (+2 eff.) Stealth +9 HP.reg +1.90 Heal.mod +26% Confus- +20% ---------- misc T.Disarm +22 Infravis +4 Curse of Corpses A belt that goes around your waist. |
Glorewen the Lightningvenom (Shrouds) (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +3 Mag +3 Wil +2 Cun dps ---------- Mov.spd +10% Res.pen +20% fire ----- def ----- Armour +3 Fatigue -7% Resists +12% lightning Max.HP +42.00 ---------- misc Stam/turn +0.60 Light +3 Curse of Shrouds A pair of boots made of leather. |
Barasahad (Misfortune) (20 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: Stats +1 Str +1 Con dps ---------- Melee+ 7 lightning 8 cold Dmg.mod +6% lightning +5% cold Acc +7 (+2 eff.) ----- def ----- Armour +2 Defense +20 (+4 eff.) Resists +6% lightning +5% cold +6% acid Phys.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Disarm- +28% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 lightning +5 ice On Hit: 10% Ice Breath 3 On Hit: 10% Perfect Control 3 On Hit: 10% Lightning Breath 3 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hurarin the Noonsear (Shrouds) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +9 Dex +4 Cun dps ---------- Melee+ 11 acid Dmg.mod +10% acid Res.pen +5% acid Acc +13 (+3 eff.) Melee Ret 2 acid 10 light On Hit (Melee): * 20% chance to reduce armor by 11% ----- def ----- Armour +3 Fatigue +5% Resists +8% acid Phys.save +10 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 31.5 - 44.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +18 Apr +15 Crit +32.0% Atk.spd 83% On Crit.r2 +10 acid On Hit: 10% Set Up 5 On Hit: 10% Corrosive Breath 5 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Satyrstreaker' (Nightmares) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Psionic While equipped: dps ---------- Melee+ 15 acid 11 cold Dmg.mod +11% acid +9% cold +3% nature On Hit (Melee): * 10% chance to slow global speed by 78% * 24% chance to reduce armor by 11% On Melee Ret: * 35 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +10% acid +3% temporal +3% light +3% blight +10% cold Spell.save +24 (+8 eff.) HP.reg +11.00 ---------- misc Stam/turn +2.00 Max.stam +40.00 Unarmed combat: Power 31.0 - 43.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +15 ice +15 acid On Hit: 10% Ice Breath 5 On Hit: 10% Nightmare 5 On Hit: 10% Corrosive Breath 5 On Hit: * 31 arcane resource burn Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Steam Powered Gauntlets (Shrouds) (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Curse of Shrouds Gauntlets. But with steam power! |
Eastern Wood Hat (Madness) (15 def, 0 armour)2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+10 eff.) Apr +15 ----- def ----- Defense +15 (+3 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Curse of Madness This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
thaloren drakeskin leather hat of the depths (Madness) (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature/Master While equipped: Stats +8 Wil ----- def ----- Armour +5 Fatigue +5% Resists +10% blight +5% cold Mind.save +10 (+2 eff.) ---------- misc Breathe water Curse of Madness A hat made of leather. Very stylish. |
Chargewoe (Shrouds) (6 def, 9 armour)2.0 T3 head armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Str +4 Wil dps ---------- Crit.mult +10.00% Phys.pwr +8 (+1 eff.) Mind.pwr +15 (+3 eff.) Dmg.mod +6% lightning ----- def ----- Armour +9 Defense +6 (+1 eff.) Fatigue +3% Resists +3% lightning +8% physical +8% blight +8% nature +4% all Phys.save +14 (+4 eff.) ---------- misc Max.hate +2.00 Curse of Shrouds A cap made of leather. |
Erelilathayon the Blizzardstake (Nightmares) (6 def, 8 armour)2.0 T3 head armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +6% fire ----- def ----- Armour +8 Defense +6 (+1 eff.) Fatigue +3% Resists +22% cold +17% fire +4% all Phys.save +5 (+2 eff.) Curse of Nightmares A cap made of leather. |
catburglar's hardened leather cap of the bounder (Misfortune) (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +7 Str +13 Dex ----- def ----- Armour +3 Fatigue +3% Resists +14% darkness ---------- misc Infravis +4 Curse of Misfortune Skullcracker: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 999.9 Physical damage. If the attack hits, the target is confused (43% 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 cap made of leather. |
Brass Goggles (Corpses) (10 def, 0 armour)2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+5 eff.) Apr +15 ----- def ----- Defense +10 (+2 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry Curse of Corpses No self respecting craftsman would be caught without them! |
Lisitta the Rimecrack (Corpses) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +11 Cun dps ---------- Res.pen +20% mind +15% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +4 Fatigue +4% Resists +11% fire +7% cold Mind.save +6 (+1 eff.) ---------- misc Equi/ret +0.16 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tayaleg (Misfortune) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Dex +2 Cun +4 Con dps ---------- Res.pen +10% arcane Apr +4 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +4 Fatigue +4% Resists +7% nature +6% blight Spell.save +6 (+2 eff.) Max.HP +53.00 Heal.mod +16% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (Misfortune) (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+1 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Curse of Misfortune Bellowing Roar: Level 4.5 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 243.97 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Steam Powered Helm (Madness) (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% Curse of Madness A Helmet. But with steam power! |
voratun helm 'Rimewell' (Misfortune) (7 def, 13 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +9 Dex +7 Cun +11 Con dps ---------- Dmg.mod +9% cold Res.pen +10% acid ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +5% Resists +30% acid +6% all Phys.save +8 (+2 eff.) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
1397 alchemist agate (Corpses)0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
50 alchemist bloodstone (Nightmares)0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Amozilabers the brass lantern (Corpses)2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Dmg.mod +6% mind +18% physical Res.pen +10% physical ----- def ----- Resists +3% darkness Spell.save +12 (+4 eff.) Die.at -40.00 life ---------- misc Light +3 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. |
Liseta the Demonglean (Corpses)2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% On Hit (Melee): * 20% chance to reduce damage dealt by 39% ----- def ----- Armour +2 Max.HP +43.00 ---------- misc Stam/turn +3.00 Light +3 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. |
Summertide Phial (Nightmares)1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Curse of Nightmares Call light, dispelling darkness and lighting tiles in radius 20.(157 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
dreamer's brass lantern of health (Madness)2.0 T1 lite [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +5 (+1 eff.) Max.HP +45.00 ---------- misc Light +3 Curse of Madness A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Bethyriadhena (Misfortune)1.0 T3 lite [Rare] Nature While equipped: Stats +2 Mag +3 Wil +1 Cun +4 Con dps ---------- Res.pen +10% acid ----- def ----- Resists +9% acid Max.HP +45.00 ---------- misc Light +4 Curse of Misfortune A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage (Nightmares)0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+2 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Curse of Nightmares Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 306.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
alchemist's lamp 'Bethomirin' (Shrouds)1.0 T3 lite [Rare] Nature While equipped: Stats +7 Wil dps ---------- Crit.mult +15.00% Phys.pwr +15 (+3 eff.) Melee Ret 4 physical ----- def ----- Phys.save +11 (+3 eff.) Spell.save +6 (+2 eff.) Die.at -80.00 life Heal.mod +21% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.20 Light +4 Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. |
Crackleshine (Madness)1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +3 Cun +5 Mag dps ---------- Dmg.mod +12% lightning Res.pen +13% all Apr +13 ----- def ----- Crit.chn- 5.00% Phys.save +12 (+3 eff.) Heal.mod +16% ---------- misc Light +12 Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
amazing fungal web0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 125 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 43] amazing fiery salve [power 43]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 56% cooldown modifier. Remove 3 magical effects and grants a fiery aura (43% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 43] amazing frost salve [power 43]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 56% cooldown modifier. Remove 3 physical effects and grants a frost aura (43% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing healing salve [power 626] amazing healing salve [power 626]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 56% cooldown modifier. Heal 626 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 548] amazing pain suppressor salve [power 548]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 56% cooldown modifier. Let you fight up to -548 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
amazing unstoppable force salve [power 174] amazing unstoppable force salve [power 174]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 56% cooldown modifier. Increases all saves by 174 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 43] amazing water salve [power 43]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 194% efficiency and 56% cooldown modifier. Remove 3 mental effects and grants a water aura (43% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
iron pickaxe 'Galebore' (Corpses) (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +15% light Apr +7 ----- def ----- Resists +6% lightning +2% physical Phys.save +3 (+1 eff.) Die.at -80.00 life While carried: ---------- misc Talents +1 Dig Curse of Corpses Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.5 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +80 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of Reknor (Nightmares) (dig speed 18 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str ----- def ----- Resists +6% darkness +5% fire Disease- +15% While carried: ---------- misc Talents +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. It was changed by the digestive sack. |
Pitchpunish (Madness) (dig speed 14 turns)3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +10% fire +21% mind +15% nature On Hit (Melee): * 20% chance to reduce all saves and defense by 49 * 20% chance to reduce damage dealt by 39% ----- def ----- Resists +9% mind +12% darkness Mind.save +11 (+2 eff.) While carried: ---------- misc Talents +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
Arthodin the voratun pickaxe (Madness) (dig speed 12 turns)3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +5 Cun dps ---------- Dmg.mod +9% acid +6% arcane Res.pen +26% blight +10% arcane +10% acid Acc +8 (+2 eff.) ----- def ----- Resists +6% blight +3% acid Phys.save +13 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +14 (+3 eff.) Max.HP +90.00 ---------- misc Infravis +8 While carried: ---------- misc Talents +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Mucusstalker' (Corpses) (dig speed 15 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +6 Str +5 Cun +3 Con dps ---------- Dmg.mod +9% nature Res.pen +10% nature +10% temporal Acc +9 (+2 eff.) ----- def ----- Resists +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 Infravis +6 While carried: ---------- misc Talents +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot (Shrouds)2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Shrouds A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 306.22 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Blindmaster the iron torque of mindblast (Misfortune) [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Apr +2 ----- def ----- Armour +8 Resists +3% light Curse of Misfortune Blast the opponent's mind dealing 130 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core (Madness)2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Curse of Madness Psionic Pull: Level 4.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 163 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Flameslicer the voratun torque of mindblast (Shrouds) [power 430] (15 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Crit.mult +23.66% Dmg.mod +9% mind +18% fire ----- def ----- Resists +3% nature Curse of Shrouds Blast the opponent's mind dealing 559 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 53% for 2 turns. 100% to heal for 110. 100% to gain a 22% chance to evade weapon attacks for 2 turns. 100% to increase all damage penetration by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of healing (Misfortune) [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Curse of Misfortune Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin (Misfortune) [power 15] (20 cooldown)2.0 T1 totem charm [Ego] Nature Curse of Misfortune Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice (Shrouds)2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance Curse of Shrouds This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life (Madness)2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Curse of Madness Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
The Guardian's Totem (Shrouds)2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 78% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Curse of Shrouds Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown 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? |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Abaur the Krog Cursed level 39
12nd Pyre 123rd year of Ascendancy at 20:47 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Abaur the Krog Cursed level 35
25th Regrowth 123rd year of Ascendancy at 17:39 see stats
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Abaur the Krog Cursed level 17
42nd Dusk 122nd year of Ascendancy at 09:45 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By Abaur the Krog Cursed level 50
29th Dusk 123rd year of Ascendancy at 14:57 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Abaur the Krog Cursed level 43
31st Pyre 123rd year of Ascendancy at 10:07 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Abaur the Krog Cursed level 49
26th Dusk 123rd year of Ascendancy at 21:24 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Abaur the Krog Cursed level 42
23rd Pyre 123rd year of Ascendancy at 06:54 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Abaur the Krog Cursed level 32
17th Regrowth 123rd year of Ascendancy at 14:12 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Abaur the Krog Cursed level 40
20th Pyre 123rd year of Ascendancy at 06:15 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Abaur the Krog Cursed level 31
9th Decay 122nd year of Ascendancy at 06:26 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Abaur the Krog Cursed level 21
77th Dusk 122nd year of Ascendancy at 14:11 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Abaur the Krog Cursed level 28
59th Haze 122nd year of Ascendancy at 22:24 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Abaur the Krog Cursed level 26
22nd Haze 122nd year of Ascendancy at 11:05 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Abaur the Krog Cursed level 39
18th Pyre 123rd year of Ascendancy at 12:58 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Abaur the Krog Cursed level 37
61st Regrowth 123rd year of Ascendancy at 08:31 see stats
Huge Appetite (Insane (Adventure) difficulty)
Ate 20 bosses.By Abaur the Krog Cursed level 48
19th Dusk 123rd year of Ascendancy at 12:40 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Abaur the Krog Cursed level 44
31st Pyre 123rd year of Ascendancy at 11:24 see stats
Is that how it feels to be an escort quest?! (Insane (Adventure) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Abaur the Krog Cursed level 31
9th Decay 122nd year of Ascendancy at 06:26 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Abaur the Krog Cursed level 10
10th Mirth 122nd year of Ascendancy at 07:05 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Abaur the Krog Cursed level 20
76th Dusk 122nd year of Ascendancy at 16:11 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Abaur the Krog Cursed level 30
3rd Decay 122nd year of Ascendancy at 23:16 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Abaur the Krog Cursed level 40
19th Pyre 123rd year of Ascendancy at 02:48 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Abaur the Krog Cursed level 50
27th Dusk 123rd year of Ascendancy at 07:13 see stats
Lucky Girl (Insane (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Abaur the Krog Cursed level 50
54th Dusk 123rd year of Ascendancy at 14:51 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Abaur the Krog Cursed level 19
68th Dusk 122nd year of Ascendancy at 02:21 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Abaur the Krog Cursed level 27
23rd Haze 122nd year of Ascendancy at 16:21 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Abaur the Krog Cursed level 32
8th Regrowth 123rd year of Ascendancy at 04:49 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Abaur the Krog Cursed level 39
19th Pyre 123rd year of Ascendancy at 00:43 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Abaur the Krog Cursed level 25
21st Haze 122nd year of Ascendancy at 18:05 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Abaur the Krog Cursed level 41
20th Pyre 123rd year of Ascendancy at 10:15 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Abaur the Krog Cursed level 18
67th Dusk 122nd year of Ascendancy at 23:48 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Abaur the Krog Cursed level 9
3rd Mirth 122nd year of Ascendancy at 10:23 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Abaur the Krog Cursed level 50
36th Dusk 123rd year of Ascendancy at 04:06 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Abaur the Krog Cursed level 45
56th Pyre 123rd year of Ascendancy at 11:12 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Abaur the Krog Cursed level 37
75th Regrowth 123rd year of Ascendancy at 21:57 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Abaur the Krog Cursed level 22
4th Haze 122nd year of Ascendancy at 19:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Abaur the Krog Cursed level 15
34th Dusk 122nd year of Ascendancy at 08:29 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Abaur the Krog Cursed level 35
25th Regrowth 123rd year of Ascendancy at 10:05 see stats
Log
You gain 6.68 gold from the melting of truestriking voratun greatsword of amnesia (Nightmares) (62-100 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 13.78 gold from the melting of stormbringer's voratun greatsword of massacre (Madness) (76-122 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of Zanileroddaran (Corpses) (71-114 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 13.45 gold from the melting of enhanced stralite greatsword (Misfortune) (46-74 power, 3 apr).
You collect a new ingredient: lump of voratun (1).
You gain 5.49 gold from the melting of voratun greatmaul of shearing (Nightmares) (67-100 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 10.83 gold from the melting of plaguebringer's voratun greatmaul of vileness (Nightmares) (67-100 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 5.39 gold from the melting of arcing voratun greatmaul of daylight (Nightmares) (71-106 power, 4 apr).
You collect a new ingredient: lump of stralite (1).
You gain 11.43 gold from the melting of stormbringer's stralite greatmaul of erosion (Corpses) (51-76 power, 3 apr).
You collect a new ingredient: lump of voratun (1).
You gain 24.22 gold from the melting of enhanced voratun battleaxe of enduring (Misfortune) (59-88 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 14.21 gold from the melting of elemental voratun battleaxe of ruin (Madness) (57-86 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 14.81 gold from the melting of caustic voratun battleaxe of shearing (Corpses) (56-85 power, 4 apr).
You gain 25.00 gold from the melting of dragonbone magestaff 'Torchbutcher' (Nightmares) (30-36 power, 6 apr, fire element).
You gain 25.00 gold from the melting of Brightdream the dragonbone magestaff (Corpses) (30-36 power, 6 apr, fire element).
You gain 5.43 gold from the melting of elven-wood magestaff of breaching (Madness) (25-30 power, 5 apr, arcane element).
You gain 7.61 gold from the melting of cruel elven-wood vilestaff of illumination (Shrouds) (25-30 power, 5 apr, fire element).
You gain 25.00 gold from the melting of Flamepain the elven-wood magestaff (Shrouds) (25-30 power, 5 apr, fire element).
You collect a new ingredient: stack of herbs (goldleaf) (5).
You gain 1.67 gold from the melting of regeneration infusion (heal 392; 15 cd).
There is a nearly collapsed hidden vault here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.














































































































































































