












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Unrandom Egos 1.5.5No wide random numerical ranges on ego modifiers. Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Arcane Combat Tweaks 1.5.0Tweaks to the Arcane Command configuration dialog. Notable features:
Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Passive Cooldowns 1.6.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Actually Usable Damage Reduction 1.6.0Modifies wild infusions and phase door runes to confer separate talents for their primary function and their damage-reduction side effect. Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Inferno Race Pack 1.4.0Adds a collection of my races. Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Adventurer Buff Addon 1.6.0Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Better Item Description 1.6.0This 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 Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Cash Grab 1.6.7Reduces value reductions from zones. Feel free to comment, but bear in mind that this is designed for people who WANT to grind for insanely specific end-game loot. If you don't wanna do that, don't download the mod. Those value penalties were put in to discourage a specific style of play, this addon is for people who wanna do that style of play anyway. TODO: Farportals. I've found the code but don't want to overload the large piece of code it's in, and I don't seem to be able to superload the things that define Farportal value. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.6Donators/Buyers bonus! Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.6.0T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 5 Custom Dungeons and defeat 15 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
5 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow, Drake Queens Lair & Road to Derth].
New Bosses:There are 15 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Infinite Cat Points 1.4.0One Cat Point per level. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Simplified Prodigy Requirements 1.6.0The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Insane Exploration |
| Sex | Male |
| Race | Hoardling |
| Class | Adventurer |
| Level / Exp | 50 / 2729166% |
| Size | huge |
| Lifes / Deaths | Killed by Xeralethra the emperor wight at level 50 on the 12nd Profit 122nd year of Ascendancy at 18:55 / 1 |
Primary Stats
| Strength | 224.5 (base 60) |
| Dexterity | 78 (base 1) |
| Constitution | 71 (base 1) |
| Magic | 115.5 (base 50) |
| Willpower | 126 (base 60) |
| Cunning | 118 (base 60) |
Resources
| Mana | 873/873 |
| Equilibrium | 0 |
| Vim | 276/276 |
| Life | 1373/1373 |
| Steam | 100/100 |
| Stamina | 497/497 |
| Psi | 186/186 |
| Healing Factor | 0.89966804979253 |
| Regeneration | 1.1245850622407 |
Speed
| Mental | +13% |
| Attack | +2% |
| Movement | -2.2204460492503E-14% |
| Spell | +11% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 47.872128145023 |
| See Invisible | 56.872128145023 |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 61 |
| Crit Chance | 55% |
| APR | 19 |
| Speed | 0.88 |
Offense: Spell
| Spellpower | 102 |
| Crit Chance | 54% |
| Speed | 0.9009009009009 |
Offense: Mind
| Mindpower | 107 |
| Crit Chance | 32% |
| Speed | 0.98039215686275 |
Offense: Damage Bonus
| Acid | +53% |
| Blight | +15% |
| Arcane | +11% |
| Cold | +51% |
| All | 0% |
| Physical | +65% |
| Lightning | +46% |
| Light | +15% |
| Temporal | +27% |
| Mind | +52% |
| Darkness | +31% |
| Fire | +109% |
| Nature | +31% |
Offense: Damage Penetration
| Acid | +15% |
| Blight | +15% |
| Arcane | +11% |
| Cold | +15% |
| Darkness | +27% |
| Light | +25% |
| Physical | +65% |
| Lightning | +15% |
| Mind | +20% |
| Fire | +55% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 129.61121835495 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 70 |
| Spell Save | 60 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 60%( 70%) |
| Arcane | + 51%( 70%) |
| Cold | + 70%( 70%) |
| All | + 48%( 70%) |
| Darkness | + 77%( 80%) |
| Physical | + 53%( 75%) |
| Lightning | + 56%( 70%) |
| Mind | + 48%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Pinning Resistance | 15% |
| Confusion Resistance | 0% |
| Fear Resistance | 50% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (1/5)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.1 steam per turn. Can be activated for an instant burst of 66 steam. |
Class Talents
| Cursed / Force of will | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Hoardling | 12.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Engineering | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed aura | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Molten Iron Blood |
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Thermal Shield |
| talent | Dark Ritual |
| talent | Kinetic Shield |
| talent | Augmentation |
| talent | Crystalline Focus |
| talent | Automated Cloak Tessellation |
| talent | Shock Hands |
| talent | Shadow Feed |
| talent | Fiery Hands |
| talent | Beyond the Flesh |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.5)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +19% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 65% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 12.7% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.5)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 (+43% chance to avoid traps). Power 2+: -1 Luck, +8 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 44% if the increase would be enough to kill your opponent. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +10 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 114 mind and 98 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 8 nightmare (summon Terrors and chances to slow, deal 178 Mind damage, and deal 153 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.5)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +13% 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 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 40% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+12% resist all). Shroud of Passing |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +14 Darkness Resistance, +10% Max Darkness Resistance, +9 See Invisible Power 2+: -1 Luck, +6 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 12% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You failed to protect the lost tinker from death by Xeralethra the emperor wight. Escort: lost tinker (level 4 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Equipment
| Psionic focus | 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. |
| Quiver | Burnpython the pouch of voratun shots (Corpses) (59/59, 65-78 power, 12 apr)3.0 T5 shot ammo [Random Unique] Arcane Power 65.0 - 78.0 Physical Uses 40% Wil, 50% Mag, 120% Cun Acc+ +0.2% base dam (max 20%) Apr +12 Crit +7.0% Capacity 59 Rld cld -2 Ranged+ +20 blight +12 mind +12 fire On Hit.r1 +16 mind +20 fire On Crit.r2 +20 fire On Hit: * 22% chance to reduce strength, dexterity, and constitution by 40 Shots are used with slings to pummel your foes to death. |
| Light source | alchemist's lamp 'Flashthorn' (Nightmares)1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +12% acid +11% mind +15% light Melee Ret 10 light On Hit (Melee): * 20% chance to reduce armor by 51% ----- def ----- Resists +21% acid ---------- misc Light +7 Curse of Nightmares A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | The Black Crown (Misfortune) (0 def, 16 armour)3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +11 Wil +11 Con ----- def ----- Armour +16 Fatigue +5% Resists +20% darkness +20% blight Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. Curse of Misfortune "For the demon who has everything." |
| On feet | Nerasenne the Corpsemire (Misfortune) (0 def, 4 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +4% Phys.pwr +30 (+4 eff.) Dmg.mod +12% nature Apr +16 ----- def ----- Armour +4 Resists +10% fire +11% cold Die.at -81.00 life ---------- misc Stam/turn +3.00 Mana/turn +0.37 Max.mana +40.00 Curse of Misfortune A pair of boots made of leather. |
| On fingers | copper ring of fire (+24%) (Corpses)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +24% fire Curse of Corpses Rings can have magical properties. |
| On fingers | Wheel of Fate (Madness)0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +13 Mag +7 Wil +6 Cun dps ---------- Spell.pwr +22 (+3 eff.) Dmg.mod +16% mind +12% cold ----- def ----- Armour +4 Resists +9% cold +16% mind +6% fire Spell.save +9 (+3 eff.) Silence- +20% Knockbk- +10% Can be unequipped, can't be rerolled. Curse of Madness Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around neck | Shard of Insanity (Madness)0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 Curse of Madness A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
| In main hand | Zubuda the Furnacevortex (Nightmares) (21-25.2 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Rare] Arcane Power 21.0 - 25.2 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+1 eff.) Dmg.mod +27% temporal +21% physical +45% fire Res.pen +15% fire ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
| On hands | Torchhack the hardened leather gloves (Corpses) (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +6 (+1 eff.) Melee+ 22 mind 21 darkness Dmg.mod +30% fire Res.pen +25% light +25% fire On Hit (Melee): * 14% chance to reduce all saves and defense by 52 ----- def ----- Armour +2 Mind.save -11 (-4 eff.) ---------- misc Light +3 Unarmed combat: Power 17.0 - 18.7 Physical Uses 80% Wil, 50% Mag, 80% Cun Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Reproach 3 Curse of Corpses Ruined Earth: Puts all charms on 20 cooldown Level 6.0 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 7 for 8 turns. Any who stand upon it are weakened, reducing the damage they inflict by 55% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Urthandil the hardened leather belt (Corpses)1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Resists +11% fire +5% arcane +10% cold Crit.dmg- 15.00% Phys.save +16 (+4 eff.) Heal.mod +0% Disease- +20% Stun/Frz- +0% Curse of Corpses A belt that goes around your waist. |
| Cloak | shadow cashmere cloak of conjuring (Nightmares) (3 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +5% Crit.mult +22.00% Spell.pwr +8 (+1 eff.) Dmg.mod +16% darkness +11% arcane Res.pen +12% darkness +11% arcane ----- def ----- Defense +3 (+1 eff.) Resists +18% darkness Stealth +17 ---------- misc Max.mana +59.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormwoven silk robe of corrosion (+13%) (Shrouds) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +8 Str +8 Mag +8 Wil dps ---------- Dmg.mod +24% lightning +19% physical +26% acid +24% cold ----- def ----- Resists +13% lightning +13% cold +39% acid +13% all Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 179% / cooldown 97%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 97%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 179% / cooldown 85%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 85%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 322% / cooldown 81%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 322% efficiency and cooldown mod of 81%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 15)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
steam generator implant of the duelist (steam 18)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 18.1 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion (heal 106; cd 13)0.1 infusion scroll [Normal] 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 instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 523; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 523 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion (die at -595; dur 10; cd 27)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 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 10 turns. While Heroism is active, you will only die when reaching -595 life. The duration and life will increase by 1% for every 1% life you have lost (currently 595 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -465; dur 10; cd 31)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 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 10 turns. While Heroism is active, you will only die when reaching -465 life. The duration and life will increase by 1% for every 1% life you have lost (currently 465 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 1482%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1482% 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 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 (res 24%; mental; dur 4; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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. Also removes cross-tier effects of the affected types for free. When inscribed on your body (secondary): Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the wild infusion's secondary power to reduce all damage taken by 24% for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 298; dur 4; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 298.35 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 243; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 243.11 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 744; dur 8; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 744 damage for 8 turns. 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] 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 Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Weapon Automaton: One Handed0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
conjurer's steel ring of power (Nightmares)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +18 (+3 eff.) Mind.pwr +9 (+2 eff.) Curse of Nightmares Rings can have magical properties. |
mule's gold ring of clarity (Nightmares)0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -7% Mind.save +11 (+3 eff.) Confus- +38% ---------- misc Max.enc +32 Curse of Nightmares Rings can have magical properties. |
rogue's gold ring of speed (Corpses)0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +7 Cun dps ---------- Mov.spd +19% Acc +10 (+3 eff.) ----- def ----- Defense +25 (+10 eff.) Curse of Corpses Blinding Speed: Puts all charms on 40 cooldown Level 4.0 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 38% for 5 turns. Rings can have magical properties. |
flaming iron battleaxe (Corpses) (13-19.5 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 13.0 - 19.5 Physical Uses 160% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +12 fire Curse of Corpses Massive two-handed battleaxes. |
Star (Nightmares) (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 60% Wil, 50% Mag, 20% Cun Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Curse of Nightmares Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
acidic dwarven-steel dagger of daylight (Misfortune) (15.5-20.15 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 15.5 - 20.2 Physical Uses 85% Wil, 50% Mag, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +13 light Against +18% Undead On Crit: * Splash the target with acid dealing 253 damage over 5 turns and reducing armor and accuracy by 32 Curse of Misfortune Sharp, short and deadly. |
elemental voratun dagger of amnesia (Misfortune) (38.5-50.05 power, 9 apr)1.0 T5 dagger 1H weapon [Ego++] Arcane/Psionic Power 38.5 - 50.1 Physical Uses 85% Wil, 50% Mag, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 152 lightning damage (1/turn) * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +30% lightning Curse of Misfortune Sharp, short and deadly. |
enhanced voratun dagger of erosion (Shrouds) (39-50.7 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Nature Power 39.0 - 50.7 Physical Uses 85% Wil, 50% Mag, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 nature While equipped: Stats +11 Str +13 Dex +13 Mag +12 Wil +12 Cun +13 Con Curse of Shrouds Sharp, short and deadly. |
flaming voratun dagger of rage (Corpses) (38-49.4 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 38.0 - 49.4 Physical Uses 85% Wil, 50% Mag, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +20 fire While equipped: Stats +11 Str dps ---------- Dmg.mod +15% physical Acc +25 (+7 eff.) Curse of Corpses Sharp, short and deadly. |
truestriking dwarven-steel dagger of erosion (Nightmares) (17-22.1 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 17.0 - 22.1 Physical Uses 85% Wil, 50% Mag, 45% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Res.pen +11% physical Acc +17 (+5 eff.) Apr +11 Curse of Nightmares Sharp, short and deadly. |
elemental dwarven-steel greatmaul (Corpses) (40-60 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Arcane Power 40.0 - 60.0 Physical Uses 160% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 152 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +28% fire Res.pen +24% fire Curse of Corpses Massive two-handed mauls. |
chilling voratun greatsword of massacre (Corpses) (82-131.2 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane/Master Power 82.0 - 131.2 Physical Uses 160% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +41 cold Curse of Corpses Massive two-handed swords. |
dwarven-steel greatsword of ruin (Madness) (38.5-61.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 38.5 - 61.6 Physical Uses 160% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +16.0% Crit.mult +35.00% Apr +16 Curse of Madness Massive two-handed swords. |
stralite greatsword of amnesia (Shrouds) (49.5-79.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Psionic Power 49.5 - 79.2 Physical Uses 160% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) Curse of Shrouds Massive two-handed swords. |
Gyyon (Misfortune)4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +20 blight On Crit.r2 +20 arcane While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +30% blight Acc +14 (+4 eff.) Melee Ret 10 arcane ----- def ----- Resists +20% blight Curse of Misfortune Longbows are used to shoot arrows at your foes. |
acidic stralite longsword of rage (Shrouds) (30.5-42.7 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane/Master Power 30.5 - 42.7 Physical Uses 140% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 253 damage over 5 turns and reducing armor and accuracy by 32 While equipped: Stats +9 Str dps ---------- Dmg.mod +13% physical Acc +21 (+6 eff.) Curse of Shrouds Sharp, long, and deadly. |
quick steel longsword of torment (Madness) (12-16.8 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Master/Psionic Power 12.0 - 16.8 Physical Uses 140% Wil, 50% Mag Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +13 (+4 eff.) Curse of Madness Sharp, long, and deadly. |
Isloravena (Madness) (22-30.8 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 22.0 - 30.8 Physical Uses 140% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +9 Str ----- def ----- Resists +15% acid +15% temporal +20% nature +5% physical Disease- +0% ---------- misc See.Invis +15 Curse of Madness Blunt and deadly. |
dwarven-steel mace of crippling (Madness) (28-39.2 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 28.0 - 39.2 Physical Uses 140% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +11.0% Curse of Madness Blunt and deadly. |
Eye of Summer (Corpses) (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 Curse of Corpses This mindstar glows with a bright warm light, but seems somehow incomplete. |
Serpent's Glare (Corpses) (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Corpses Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 399.05 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Hare-Skin Sling (Shrouds)4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Cunning/Survival Curse of Shrouds Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
throat-seeking cured leather sling (Madness)4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Disrupt Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +13 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +9% nature Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
throat-seeking hardened leather sling (Madness)4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Disrupt Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +16 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +11% nature Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
Eremegohad (Corpses) (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Crit.mult +10.00% Spell.pwr +36 (+6 eff.) Dmg.mod +30% temporal Res.pen +15% mind Phasing +30% ----- def ----- Armour +12 Defense +28 (+11 eff.) Shield.pwr +20% HP.reg +2.00 Heal.mod +28% ---------- misc Mana/turn +0.16 Psi/ret +0.20 Max.P.En +10.00 Max.N.En +10.00 Wards +3 temporal Talents +5 Ward +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Staff of Bones (Nightmares) (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 200% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+3 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). Curse of Nightmares A staff made out of the bones of fallen foes. Disgustingly powerful. |
magewarrior's short yew magestaff of greater warding (Misfortune) (20-24 power, 4 apr, fire element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +10 (+2 eff.) Spell.pwr +17 (+2 eff.) Dmg.mod +20% fire Acc +11 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+5 eff.) ---------- misc Wards +3 fire Talents +4 Ward +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
S.H. Spear (Nightmares)4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Psionic/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 90% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Mind.crit +2% Steampwr +5 (+1 eff.) Mind.pwr +10 (+2 eff.) Steam.spd +10% Mind.spd +10% ---------- misc Cooldown Boiling Shot -1 Vacuum Shot -1 Blunt Shot -1 Curse of Nightmares This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
gunslinger's dwarven-steel steamgun (Nightmares)4.0 T3 steamgun 1H weapon Reqs Shoot [Ego+] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Steampwr +11 (+3 eff.) Dmg.mod +17% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mage-hunter's steel steamgun of tinkering (+9) (Corpses)4.0 T2 steamgun 1H weapon Reqs Shoot [Ego+] Disrupt/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +9 Cun +4 Wil dps ---------- Steampwr +7 (+2 eff.) Mind.pwr +9 (+2 eff.) On Hit (Ranged): * 13 arcane resource burn ---------- misc Masteries +0.20 Wild-gift/Antimagic Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic dwarven-steel steamsaw of acid resistance (+23%) (Misfortune) (22.5-33.75 power, 0 apr)3.0 T3 steamsaw 1H weapon [Ego] Nature/Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 140% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam When used to Attack: Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag On Hit: * 19% chance to reduce armor by 51% While equipped: dps ---------- Melee+ 8 acid Melee Ret 10 acid ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +23% acid ---------- misc Talents +2 Block Curse of Misfortune Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Sparkfist (Misfortune) (18-25.2 power, 19 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 18.0 - 25.2 Mind Uses 140% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +19 Crit +4.5% Atk.spd 100% Phasing +16% On Crit.r2 +16 lightning On Hit: * 20% chance to reduce all saves and defense by 52 While equipped: dps ---------- Dmg.mod +15% lightning +24% mind Res.pen +25% lightning +25% mind ----- def ----- Resists +27% lightning Curse of Misfortune One-handed war axes. |
dwarven-steel waraxe 'Chamyleg' (Misfortune) (31-43.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 31.0 - 43.4 Physical Uses 140% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +9.5% Atk.spd 100% Melee+ +16 physical On Hit.r1 +20 physical While equipped: Stats +15 Dex dps ---------- Acc +25 (+7 eff.) ----- def ----- Defense +25 (+10 eff.) Curse of Misfortune One-handed war axes. |
stormbringer's steel waraxe of enduring (Corpses) (11-15.4 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Nature Power 11.0 - 15.4 Physical Uses 140% Wil, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +19 lightning +21 cold While equipped: Stats +9 Con +9 Wil dps ---------- Mov.spd +32% Res.pen +13% lightning +13% cold ----- def ----- Max.HP +34.00 Curse of Corpses One-handed war axes. |
hardened leather belt of recklessness (Madness)1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) Curse of Madness A belt that goes around your waist. |
psion's silk robe of alchemy (Corpses) (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +9 (+2 eff.) Dmg.mod +13% acid +21% physical +18% fire +19% mind +21% cold Res.pen +17% mind ----- def ----- Resists +18% acid +18% physical +17% fire +17% cold +13% all ---------- misc Psi/turn +0.86 Max.psi +26.00 Cooldown Refit Golem -5 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots (Corpses) (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frozenrune (Misfortune) (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +21% fire +18% cold Res.pen +25% lightning Acc +15 (+4 eff.) Melee Ret 10 lightning 10 cold 10 fire ----- def ----- Armour +2 Resists +18% lightning +15% cold +15% fire Unarmed combat: Power 17.0 - 18.7 Physical Uses 80% Wil, 50% Mag, 80% Cun Acc+ +0.3% crit chance (max 25%) Acc +9 Apr +3 Crit +11.0% Atk.spd 125% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's voratun gauntlets (Misfortune) (0 def, 3 armour)1.5 T4 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Melee+ 9 acid 9 fire 9 cold 8 lightning ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 30.0 - 42.0 Physical Uses 80% Wil, 80% Cun, 50% Mag Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% Melee+ +16 ice +20 fire +19 acid +20 lightning Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
blighted drakeskin leather gloves of spellstriking (Madness) (0 def, 3 armour)1.0 T4 hands armor [Ego+] Arcane While equipped: Stats +9 Mag +8 Wil dps ---------- Spell.pwr +11 (+1 eff.) Melee+ 16 arcane 13 blight Dmg.mod +9% arcane +10% blight ----- def ----- Armour +3 Resists +8% arcane +9% blight Unarmed combat: Power 27.0 - 29.7 Physical Uses 80% Wil, 80% Cun, 50% Mag Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 125% Melee+ +14 arcane On Crit.r2 +13 blight On Hit: 20% Soul Rot 5 On Hit: 10% Manathrust 3 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (Nightmares) (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Curse of Nightmares Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 316.55 mind damage and cripples the target's higher mental functions, reducing cunning by 25 and confusing (38% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Yvyriada (Madness) (0 def, 8 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +6 Mag dps ---------- Crit.mult +20.00% S.pwr/crit +10 Res.pen +25% blight ----- def ----- Armour +8 Fatigue +4% Resists +5% arcane Spell.save +12 (+3 eff.) ---------- misc Mana/turn +0.20 Infravis +3 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather hat 'Layara' (Misfortune) (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +15% arcane +24% acid Res.pen +25% arcane +25% acid On Hit (Melee): * 20% chance to reduce armor by 51% ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +18% acid Phys.save +11 (+3 eff.) Mind.save +11 (+3 eff.) Curse of Misfortune Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
Scale Mail of Kroltar (Corpses) (10 def, 18 armour)14.0 T5 heavy armor [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 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Corpses Devouring Flame: Level 3.0 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 124.11 fire damage in a radius of 3 each turn for 7 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. |
enlightening stralite mail armour of spell shielding (Nightmares) (4 def, 8 armour)14.0 T4 heavy armor [Ego+] Arcane/Psionic While equipped: Stats +8 Cun +8 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +9% arcane Spell.save +18 (+5 eff.) Mind.save +18 (+5 eff.) Curse of Nightmares A suit of armour made of mail. |
Spinal Cage (Misfortune) (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Curse of Misfortune Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 189.11 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
The Untouchable (Misfortune) (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+6 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. Curse of Misfortune This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
cured leather armour 'Ravenwisp' (Misfortune) (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% darkness +30% mind Res.pen +25% mind Melee Ret 10 darkness ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% mind +7% physical Phys.save +16 (+4 eff.) Curse of Misfortune A suit of armour made of leather. |
hardened leather armour of the hero (Corpses) (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +7 Str +6 Dex +7 Mag +7 Wil +7 Cun ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +47.00 Curse of Corpses A suit of armour made of leather. |
rejuvenating drakeskin leather armour of Eyal (Madness) (20 def, 8 armour)9.0 T5 light armor [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+8 eff.) Fatigue +8% Max.HP +80.00 HP.reg +19.00 Heal.mod +17% ---------- misc Stam/turn +2.50 Curse of Madness A suit of armour made of leather. |
searing drakeskin leather armour (Madness) (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 23 acid 19 fire Melee Ret 16 acid 16 fire ----- def ----- Armour +8 Defense +20 (+8 eff.) Fatigue +8% Resists +30% acid +30% fire Curse of Madness A suit of armour made of leather. |
Borfast's Cage (Madness) (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Curse of Madness Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
impenetrable dwarven-steel plate armour of implacability (Madness) (0 def, 33 armour)17.0 T3 massive armor [Ego+] Master While equipped: ----- def ----- Armour +33 Fatigue +14% Phys.save +10 (+2 eff.) Curse of Madness A suit of armour made of metal plates. |
flaming dwarven-steel shield of crushing (Shrouds) (0 def, 6 armour, 37.5-45 power, 82 block)7.0 T3 shield armor [Ego+] Nature/Master When used to Attack: Power 37.5 - 45.0 Physical Uses 140% Wil, 50% Mag Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +82 On Hit.r1 +16 fire On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +11 (+2 eff.) Melee+ 8 fire Melee Ret 13 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Curse of Shrouds Handheld deflection devices. |
quiver of elm arrows of crippling (Corpses) (20/20, 13.5-18.9 power, 5 apr)3.0 T1 arrow ammo [Ego+] Master Power 13.5 - 18.9 Physical Uses 90% Wil, 50% Mag, 70% Cun Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +12.0% Capacity 20 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
172 alchemist agate (Misfortune)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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
Wintertide Phial (Corpses)2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Curse of Corpses Cleanse your mind of up to 6 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern (Shrouds)2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 Curse of Shrouds 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
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. |
Scattermind (20/20, 17-20.4 power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 40% Wil, 50% Mag, 120% Cun Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
voratun torque of clear mind 'Brenoromilach' (Nightmares) [power 5] (25 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +30 (+5 eff.) Res.pen +20% blight +25% arcane ---------- misc Max.vim +40.00 Curse of Nightmares Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 3 beneficial effects by 1. 100% to reduce 3 talent cooldowns by 2. 100% to increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
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. |
Achievements
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Evthelatri the Hoardling Adventurer level 50
14th Profit 122nd year of Ascendancy at 18:04 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Evthelatri the Hoardling Adventurer level 10
16th Voratun 122nd year of Ascendancy at 11:07 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Evthelatri the Hoardling Adventurer level 20
16th Voratun 122nd year of Ascendancy at 11:07 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Evthelatri the Hoardling Adventurer level 30
16th Voratun 122nd year of Ascendancy at 11:07 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Evthelatri the Hoardling Adventurer level 40
16th Voratun 122nd year of Ascendancy at 11:07 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Evthelatri the Hoardling Adventurer level 50
16th Voratun 122nd year of Ascendancy at 11:07 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By Evthelatri the Hoardling Adventurer level 50
10th Profit 122nd year of Ascendancy at 21:34 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Evthelatri the Hoardling Adventurer level 50
16th Voratun 122nd year of Ascendancy at 17:25 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Evthelatri the Hoardling Adventurer level 50
16th Voratun 122nd year of Ascendancy at 17:25 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Evthelatri the Hoardling Adventurer level 50
17th Voratun 122nd year of Ascendancy at 05:20 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Evthelatri the Hoardling Adventurer level 50
11st Profit 122nd year of Ascendancy at 20:12 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Evthelatri the Hoardling Adventurer level 50
17th Voratun 122nd year of Ascendancy at 11:55 see stats
Log
Evthelatri picks up ( .): magewarrior's short yew magestaff of greater warding (Misfortune) (20-24 power, 4 apr, fire element).
Evthelatri picks up (1.): dwarven-steel greatsword of ruin (Madness) (38.5-61.6 power, 2 apr).
Evthelatri is no longer a goddamn dragon.
There is a next level here (press '' or right click to use).
Ran for 65 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a previous level (necrotic air) here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 4 turns (stop reason: at exit).
Evthelatri deactivates Thermal Shield.
Evthelatri deactivates Arcane Combat.
Evthelatri tessellates his cloak!
Evthelatri deactivates Kinetic Shield.
Evthelatri deactivates Shadow Combat.
Evthelatri deactivates Shadow Feed.
Evthelatri deactivates Molten Iron Blood.
Evthelatri deactivates Dark Ritual.
Evthelatri deactivates Augmentation.
Evthelatri deactivates Fiery Hands.
Evthelatri deactivates Beyond the Flesh.
Evthelatri deactivates Shock Hands.
Evthelatri deactivates Arcane Feed.
Evthelatri deactivates Crystalline Focus.



















































































































