












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Swordsmaster Class 1.7.2Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Softcore Death 1.6.0Allows you to move to a more forgiving permadeath setting when you die. If you are in Roguelike, you can switch to Adventure and carry on from the Eidolon plane. When you switch to Adventure, you have the same amount of bonus lives you would have had if you had been playing Adventure the whole time (minus the one you just lost). New in 1.2.0 - If you are a donator, you can give yourself more adventure mode lives. You will only earn Exploration achievements from then on, but enemies will recover when you die, letting you retry fights as many times as you want. Every time you use this addon, DarkGod cries a single tear ZOmnibus Addon Pack 1.7.0Combines 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 1.7.0Official 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 | Infinite |
Mode | Madness Roguelike |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 40 / 11% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 231.81709104838 (base 60) |
Dexterity | 174.63418209676 (base 60) |
Constitution | 139 (base 60) |
Magic | 126.81709104838 (base 60) |
Willpower | 79 (base 60) |
Cunning | 150.63418209676 (base 60) |
Resources
Mana | 608/608 |
Negative | 696/712 |
Life | 17122/17122 |
Paradox | 300 |
Soul | 8/8 |
Insanity | 0/100 |
Equilibrium | 0 |
Vim | 791/791 |
Steam | 130/130 |
Positive | 627/637 |
Stamina | 834/834 |
Psi | 1038/1038 |
Healing Factor | 1.3273459384446 |
Regeneration | 185.36361250163 |
Speed
Mental | +220.76568969489% |
Attack | +200% |
Movement | +1203.5291575474% |
Spell | +257.28523903286% |
Global | +371.62126078236% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 10 |
See Stealth | 194.58092165471 |
See Invisible | 243.5070765306 |
Offense: Mainhand
Damage | 318 |
Accuracy | 107 |
Crit Chance | 109% |
APR | 152 |
Speed | 0.31 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 146 |
Crit Chance | 100% |
Speed | 0.27988841708292 |
Cooldown Reduction | 106.05 |
Offense: Mind
Mindpower | 139 |
Crit Chance | 43% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +108% |
Blight | +142% |
Arcane | +142% |
Cold | +139% |
All | +30% |
Physical | +123% |
Lightning | +156% |
Light | +192% |
Temporal | +116% |
Mind | +114% |
Darkness | +205% |
Fire | +223% |
Nature | +114% |
Offense: Damage Penetration
Acid | +138% |
Blight | +103% |
Arcane | +153% |
Cold | +138% |
All | +25% |
Physical | +103% |
Lightning | +128% |
Light | +155% |
Temporal | +113% |
Mind | +128% |
Darkness | +128% |
Fire | +128% |
Nature | +103% |
Defense: Base
Armour (hardiness) | 355.95678178594 (100%) |
Defense | 160 |
Ranged Defense | 168 |
Fatigue | 0 |
Physical Save | 167.4 |
Spell Save | 166.8 |
Mental Save | 168 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +121%(100%) |
Physical | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Mind | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Silence Resistance | 0% |
Pinning Resistance | 100% |
Knockback Resistance | 36% |
Confusion Resistance | 32% |
Fear Resistance | 28% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 71% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: -0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 425 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1542 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: -0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1174 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -0 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (2686 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: -0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1488 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Nightfall | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Celestial / Star fury | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Focus | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Nether | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Temporal | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Buckler Training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Agility | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Glyphs | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 1.00 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Corruption / Blight | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Aether | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Footwork | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gestures | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Glyphs |
talent | Thunderstorm |
talent | Weapon of Light |
talent | Erupting Shadows |
talent | Premonition |
talent | Shielding |
talent | Crippling Poison |
talent | Shield of Light |
talent | Spikes of Decrepitude |
talent | Volatile Poison |
talent | Kinetic Shield |
talent | Aether Permeation |
talent | Defensive Posture |
talent | Gloom |
talent | Retribution |
talent | Fiery Hands |
talent | Dark Ritual |
talent | Spring Attack |
talent | Elemental Discord |
talent | Apply Poison |
talent | Searing Sight |
talent | Spellcraft |
talent | Shadow Combat |
talent | Arcane Feed |
talent | Exploit Weakness |
talent | Essence of Speed |
talent | Hymn Nocturnalist |
talent | Feather Wind |
talent | Corona |
talent | Arcane Power |
talent | Daunting Presence |
talent | Shadow Feed |
talent | Weapon of Wrath |
talent | Augmentation |
talent | Hymn of Shadows |
talent | Skate |
talent | Second Life |
talent | Shock Hands |
talent | Charged Shield |
talent | Arcane Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.8)Penalty : Fractured Sanity: -12% Mind Resistance, -16% Confusion Immunity Power 1+: Unleashed: +17% critical damage, +19% off-hand weapon damage Power 2+: -1 Luck, +11 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 78% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 10.1% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | The thrill of combat improves the target's maximum life by 15%, life regeneration by 32.43, and stamina regeneration by 6.49. Bloodbath |
beneficial effect | Countering melee attacks: Has a 68% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
detrimental effect | Zone-wide effect: +10% darkness damage, -10% darkness resistance, -10% mental save, -20% fear immunity. Echoes of the void |
beneficial effect | The target is moving is 117% faster. 3 Celerity |
beneficial effect | Target has +95 defense, +15% all resist, and +54% resistance to stuns and pins Moving Target |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.8)Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 5) when you fall below 50% health Power 4+: Reprieve from Death: Humanoids you slay have a 45% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | All damage increased by 30% Elemental Surge: Fire |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | Increases defense by 35. Mobile Defense |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+44% global speed). Clarity |
beneficial effect | Movement speed increased by 631%. Elemental Surge: Lightning |
beneficial effect | Armor increased by 39, deals 151 ice damage when hit in melee. Elemental Surge: Cold |
beneficial effect | Infinite Dungeon Challenge (Level 42): Exterminator Challenge |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.8)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 (+37% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+12% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 10): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 182 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (182)Turns left: 4 You completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 15): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Coalnigh of lightning storm [power 182] (9 cooldown) | done |
Proceed directly to the next Infinite Dungeon level in less than 320 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 17): Rush Hour (320)Turns left: 199 You completed the challenge and received: Random Artifact: Suntreason | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 20): Near SightedYou completed the challenge and received: Random Artifact: Elenerechik (Misfortune) (15-18 power, 3 apr, physical element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 25): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 26): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 31): Exterminator | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 33): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 34): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 38): Exterminator | failed |
Proceed directly to the next Infinite Dungeon level in less than 251 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 39): Rush Hour (251)Turns left: 235 You completed the challenge and received: Random Artifact: Gira (Corpses) (25-30 power, 5 apr, cold element) | done |
Proceed directly to the next Infinite Dungeon level in less than 83 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 40): Rush Hour (83)Turns left: 60 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 42): ExterminatorFoes left: 45 | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 7): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): PacifistYou completed the challenge and received: +1 Class Point and +3 Stat Points | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +10 Str +12 Dex offense ------ Damage +10% fire defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Curse of Corpses Boots. But with steam power! |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+1 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+1 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 150, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 1547.93 darkness damage (based on Mindpower and charge). Uses 6 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. |
On head | ![]() 2.0 Encumbrance T5 head armor [Rare] Psionic While equipped: Stats +17 Cun offense ------ Damage +6% mind Ignore resists +25% mind +25% arcane defense ------ Defense +3 (+1 eff.) Resistance +5% arcane Mind save +22 (+2 eff.) other ------- Infravision +0 Sight +0 See Stealth +0 See Invis +0 Curse of Misfortune A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +4 Mag offense ------ Spell Crit +3% Spellpower +2 (+1 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- (-)/turn +0.20 Unarmed combat: Weapon Damage 14.0 - 15.4 Physical Uses 70% Mag, 40% Cun, 40% Wil 40% Mag, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +6.0% Attack Speed 125% Damage Conversion 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Curse of Madness Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | ![]() 2.0 Encumbrance T5 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% blight +6% cold When Hit 2 cold defense ------ Resistance +5% arcane Blast the opponent's mind dealing 642 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Madness This ring shines with many colors. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Ego++] Psionic While equipped: Stats +9 Cun +5 Wil offense ------ Mindpower +10 (+1 eff.) On-Hit 13 physical On-Ranged-Hit 20 physical On-Hit (Melee): * 13% chance to reduce all saves and defense by 61 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 61 other ------- Hate-on-crit +2.00 Max hate +9.00 Curse of Misfortune Bleeding Edge: Puts all charms on 12 cooldown Effective talent level: 5.5 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Rare] Master While equipped: Stats +8 Dex +10 Wil +9 Cun +10 Con offense ------ Move Speed +10% Damage +9% arcane Ignore resists +15% acid defense ------ Fatigue -5% Resistance +5% arcane Crit Resistance 15.00% Life Regen +2.00 other ------- Stamina/turn +0.70 Light +2 Curse of Corpses Amulets make your neck look great! |
In main hand | ![]() 5.0 Encumbrance T4 staff 1H weapon [Ego+] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4 Mag +6 Wil offense ------ Spell Crit +4% Spellpower +17 (+3 eff.) Damage +25% physical other ------- Max mana +74.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +9% darkness Ignore resists +5% darkness When Hit 2 blight defense ------ Defense +10 (+2 eff.) Resistance +18% darkness Slow Projectiles +25% Life +39.00 Curse of Corpses A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master When used to Attack: Weapon Damage 58.0 - 69.6 Fire Uses 150% Mag, 40% Wil Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +220 While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +11 Defense +20 (+3 eff.) Ranged Defense +15 (+2 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Curse of Corpses This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +6% nature Ignore resists +20% acid +10% cold When Hit 8 acid defense ------ Defense +12 (+2 eff.) Resistance +6% acid +25% cold +25% nature Physical save +8 (+0 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+2 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Curse of Corpses Carrion Feet: Effective talent level: 4.5 Power cost 9 out of 20/20. Range 9 Cooldown: -0 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
![]() 0.4 Encumbrance potion [Unique] Master Quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 83%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 85% efficiency and cooldown mod of 100%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.1 steam per turn. Can be activated for an instant burst of 20 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: -1 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 379 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance T1 schematic scroll [Unique] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance 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. |
![]() 0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +5% mind +5% darkness defense ------ Resistance +11% temporal Pinning Resist +21% Knockbk Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+2 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps Curse of Nightmares The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Arcane/Master While equipped: Stats +5 Mag offense ------ Spellpower/crit +6 defense ------ Resistance +3% lightning +3% light +3% cold +6% mind +3% acid Unlife -20.00 life Life +20.00 Silence Resist +20% other ------- Mana/turn +0.34 Max mana +54.00 Masteries +0.21 Demented/Entropy Curse of Shrouds Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Disrupt While equipped: defense ------ Resistance +3% darkness +6% temporal +6% light +14% nature +12% blight +6% cold +5% arcane +3% fire Poison Resist +23% Disease Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Curse of Misfortune Create a reflective shield (50% reflection rate, 815 strength, based on Magic) for 6 turns. Uses 14 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +5% mind defense ------ Armor +6 Resistance +3% blight +6% acid Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Spell Crit +2% Damage +3% blight Ignore resists +5% arcane Ignore Shields +20% defense ------ Silence Resist +21% other ------- Mana/turn +0.12 Max mana +40.00 Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) Spellpower +6 (+1 eff.) Mindpower +6 (+1 eff.) defense ------ Armor +4 Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +22% mind defense ------ Resistance +7% blight +6% nature +10% mind +5% arcane Spell save +3 (+0 eff.) Mind save +6 (+0 eff.) Poison Resist +17% Disease Resist +12% Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Cun +4 Mag offense ------ Spellpower +9 (+2 eff.) Ignore resists +15% arcane +15% acid Accuracy +10 (+2 eff.) On-Hit (Melee): * 20% chance to reduce armor by 61% defense ------ Resistance +3% acid Life +31.00 Disarm Resist +31% Pinning Resist +26% Knockbk Resist +37% Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +0% defense ------ Spell save +7 (+0 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. Curse of Corpses "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +9 Wil defense ------ Resistance +3% nature +6% darkness Mind save +18 (+2 eff.) Life Regen +7.00 Blind Resist +20% Silence Resist +36% Disarm Resist +20% Stun Resist +43% other ------- Mana/turn +0.32 Curse of Misfortune Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 staff 1H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% lightning +3% mind Ignore resists +25% fire defense ------ Resistance +3% darkness other ------- Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T1 staff 1H weapon [Ego] Arcane/Master Weapon Damage 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +3 (+1 eff.) Damage +10% blight other ------- Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Rare] Master Weapon Damage 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+1 eff.) Damage +3% darkness +15% physical defense ------ Defense +5 (+1 eff.) Resistance +5% arcane +6% light Physical save +6 (+0 eff.) other ------- Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +1.2% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +5.0% Spell Crit +5% Physical Power +8 (+1 eff.) Spellpower +25 (+4 eff.) Damage +20% lightning Accuracy +7 (+1 eff.) other ------- Mana/turn +0.12 Talents +1 Command Staff Curse of Nightmares Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 17 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Mag +6 Cun +7 Con offense ------ Spell Crit +5% Critical power +23.00% Spellpower +15 (+2 eff.) Damage +30% fire other ------- (-)/turn +0.20 Vim-on-crit +6.00 Max vim +25.00 Max (-) +37.00 Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 37.0 - 44.4 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Mind Crit +2% Spellpower +19 (+3 eff.) Damage +37% light +3% cold Ignore resists +10% mind other ------- Equi when Hit +0.24 Max psi +20.00 Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 160% Mag, 40% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+3 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Curse of Misfortune Bleeding Edge: Effective talent level: 5.5 Power cost 12 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 150% Mag, 40% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +7 Cun +10 Wil offense ------ Accuracy +18 (+3 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Curse of Shrouds 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." |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 50.0 - 70.0 Physical Uses 160% Mag, 40% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +8 Mag offense ------ Spell Crit +9% Spellpower +25 (+4 eff.) Damage +30% lightning +30% fire +30% arcane other ------- Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Curse of Shrouds Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 39.0 - 54.6 Physical Uses 150% Mag, 40% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +10.0% Attack Speed 100% On-hit +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 344.46 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: offense ------ Damage +20% cold When Hit 40 ice defense ------ Resistance +25% cold Pierce Iceblocks +35% No Winter Storm Active Curse of Madness Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 17 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Rare] Psionic Weapon Damage 45.5 - 63.7 Physical Uses 150% Mag, 40% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +5 darkness Damage Against +5% Living While equipped: offense ------ Ignore resists +10% cold defense ------ Resistance +3% nature Confus Resist +20% other ------- Psi when Hit +0.04 Max hate +6.00 Curse of Misfortune Blunt and deadly. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag, 40% Wil Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On-ranged-hit +12 acid On-Hit, radius 1 +8 acid While equipped: Stats +2 Str +3 Dex +3 Mag +1 Con offense ------ Physical Power +11 (+1 eff.) Damage +12% cold other ------- See Invis +6 Curse of Misfortune Slings are used to hurl stones or metal shots at your foes. |
![]() 7.0 Encumbrance T1 shield armor [Rare] Master When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 150% Mag, 40% Wil Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +20 On-crit, radius 2 +4 darkness While equipped: offense ------ Ignore resists +5% darkness +5% light defense ------ Armor +2 Fatigue +8% Resistance +16% lightning +6% light other ------- Talents +1 Block Curse of Madness Handheld deflection devices. |
![]() 7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 7.5 - 9.0 Physical Uses 150% Mag, 40% Wil Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +24 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Curse of Misfortune Handheld deflection devices. |
![]() 7.0 Encumbrance T2 shield armor [Ego+] Arcane/Psionic When used to Attack: Weapon Damage 17.5 - 21.0 Physical Uses 150% Mag, 40% Wil Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +42 On-hit +11 light +11 darkness While equipped: Stats +1 Cun +3 Mag offense ------ Damage +11% light +12% darkness On-Hit (Melee): * 5% chance to reduce all saves and defense by 61 When Hit: * 16% chance to reduce all saves and defense by 61 defense ------ Armor +4 Fatigue +8% Resistance +11% light +10% darkness other ------- Talents +1 Block Curse of Corpses Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Rare] Nature When used to Attack: Weapon Damage 30.5 - 36.6 Physical Uses 150% Mag, 40% Wil Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +1 Critical Rate +3.5% Block +98 On-hit +14 cold While equipped: Stats +3 Wil offense ------ Critical power +15.00% Damage +9% blight On shield block: * Deals 378 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +6 Fatigue +8% Resistance +12% cold Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Max mana +40.00 Talents +1 Block Curse of Madness Handheld deflection devices. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 48.0 - 57.6 Physical Uses 150% Mag, 40% Wil Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+3 eff.) Ranged Defense +10 (+1 eff.) Fatigue +30% other ------- Talents +1 Block Curse of Madness This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+2 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Curse of Shrouds Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+2 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 Curse of Corpses This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% light defense ------ Resistance +15% light +15% all Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Curse of Madness Devouring Flame: Effective talent level: 4.5 Power cost 29 out of 80/80. Range 10 Cooldown: 20 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 294.03 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. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+1 eff.) defense ------ Resistance +5% fire +5% cold Mind save +5 (+0 eff.) Curse of Madness A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ When Hit 6 darkness On-Hit (Melee): * 10% chance to slow global speed by 93% * 20% chance to reduce damage dealt by 48% defense ------ Defense +1 (+1 eff.) Resistance +3% fire +0% nature +0% cold Mind save +6 (+0 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) 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. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+1 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+1 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Corpses Slumber: Effective talent level: 4.5 Power cost 6 out of 25/25. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 157 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun offense ------ Move Speed +0% defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Nightmares "It's a treacherous road to the top of the world." |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Armor +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Corpses Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +5.00% On-Hit (Melee): * 10% chance to reduce armor by 61% defense ------ Armor +3 Fatigue +2% Resistance +1% physical +5% cold +6% fire Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +1% Damage +3% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 61 defense ------ Armor +1 Unarmed combat: Weapon Damage 6.5 - 7.2 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Mag, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% On-hit +5 arcane On-crit, radius 2 +6 arcane Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 50% Mag, 40% Mag, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +3% mind When Hit 2 darkness On-Hit (Melee): * 10 arcane resource burn * 10% chance to reduce damage dealt by 48% defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal +3% cold other ------- Infravision +0 Sight +0 See Stealth +0 See Invis +0 Curse of Corpses A hat made of leather. Very stylish. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+1 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta Curse of Shrouds A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 Encumbrance T5 head armor [Rare] Arcane While equipped: offense ------ Ignore Armor +3 defense ------ Armor +5 Fatigue +5% Resistance +8% blight +4% physical +8% darkness Spell save +11 (+0 eff.) Mind save +13 (+1 eff.) Unlife -80.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max stamina +30.00 Infravision +0 Sight +0 See Stealth +0 See Invis +0 Curse of Corpses Circle of Sanctity: (Instant) Puts all charms on 17 cooldown Effective talent level: 5.5 Power cost 17 out of 30/30. Range melee/personal Cooldown: -1 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 153 light damage to everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+0 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+0 eff.) Spell save +6 (+0 eff.) Mind save +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+0 eff.) Spell save +8 (+0 eff.) Mind save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+1 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+0 eff.) Spell save +10 (+0 eff.) Mind save +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +43.00 other ------- Light +5 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +4 Mag +3 Wil offense ------ Spellpower +10 (+2 eff.) Spellpower/crit +8 Damage +6% light Ignore resists +10% light defense ------ Mind save +7 (+1 eff.) other ------- Light +4 See Stealth +9 See Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(134 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +4 Str +1 Mag offense ------ Ignore resists +5% nature defense ------ Resistance +5% darkness Affinity +15% darkness other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance T3 skull tool [Unique] Arcane While equipped: offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) When Hit 12 darkness Raise one or two undead rats to fight beside you. Uses 40 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 235 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By HAXORZ MADZORZ the Cornac Adventurer level 36
6th Mirth 122nd year of Ascendancy at 06:42 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 9
78th Pyre 122nd year of Ascendancy at 20:54 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 23
3rd Mirth 122nd year of Ascendancy at 13:38 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 13
1st Mirth 122nd year of Ascendancy at 00:50 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 24
4th Mirth 122nd year of Ascendancy at 01:01 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 32
5th Mirth 122nd year of Ascendancy at 18:05 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 39
7th Mirth 122nd year of Ascendancy at 02:54 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 10
79th Pyre 122nd year of Ascendancy at 03:32 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 20
2nd Mirth 122nd year of Ascendancy at 19:26 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 30
5th Mirth 122nd year of Ascendancy at 00:15 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 40
7th Mirth 122nd year of Ascendancy at 06:01 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 25
4th Mirth 122nd year of Ascendancy at 01:40 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 17
2nd Mirth 122nd year of Ascendancy at 04:32 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 9
78th Pyre 122nd year of Ascendancy at 23:47 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 21
3rd Mirth 122nd year of Ascendancy at 01:22 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 29
4th Mirth 122nd year of Ascendancy at 21:42 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 25
4th Mirth 122nd year of Ascendancy at 01:40 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 4
75th Pyre 122nd year of Ascendancy at 17:37 see stats
By HAXORZ MADZORZ the Cornac Adventurer level 2
74th Pyre 122nd year of Ascendancy at 15:49 see stats
Log
HAXORZ MADZORZ's spell attains critical power!
HAXORZ MADZORZ surges with fiery power!
You collect a new ingredient: giant spider spinneret (1).
HAXORZ MADZORZ's spell attains critical power!
HAXORZ MADZORZ's blood frenzy intensifies!
You feel mildly anxious, and walk with caution.
Blood Splash hits HAXORZ MADZORZ for 124 healing (145 psi heal), 124 healing (145 psi heal) (0 total damage) [540 healing].
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (giant lightning ant)).
Giant lightning ant's morale has been lowered.
Poison ooze's morale has been lowered.
Gigantic sandworm tunneler's morale has been lowered.
HAXORZ MADZORZ's spell attains critical power!
Spring Attack performs a melee critical strike against Gigantic sandworm tunneler!
HAXORZ MADZORZ surges with icy power!
HAXORZ MADZORZ surges with lightning power!
HAXORZ MADZORZ's spell attains critical power!
You collect a new ingredient: sandworm tooth (1).
Blood Splash hits HAXORZ MADZORZ for 124 healing (145 psi heal), 124 healing (145 psi heal) (0 total damage) [540 healing].
Spring Attack hits Gigantic sandworm tunneler for 700 fire, 739 cold, 609 lightning, 576 arcane, 46 fire, 48 cold, 40 lightning, 37 arcane, 86 fire, 90 cold, 75 lightning (3045 total damage).
Elemental Surge hits Poison ooze for 1660 cold, 2171 lightning (3831 total damage).
Elemental Surge hits Giant lightning ant for 1107 cold, 2086 lightning (3193 total damage).
Elemental Surge killed Giant lightning ant!
Spring Attack killed Gigantic sandworm tunneler!
Elemental Surge killed Poison ooze!
The furious lightning storm around HAXORZ MADZORZ calms down and disappears.
HAXORZ MADZORZ no longer revels in blood quite so much.