










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Better Sounds Mod 1.7.4Description 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: Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Wight |
| Class | Doombringer |
| Level / Exp | 36 / 32% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 165 (base 60) |
| Dexterity | 174 (base 60) |
| Constitution | 147 (base 60) |
| Magic | 192 (base 60) |
| Willpower | 173 (base 60) |
| Cunning | 178 (base 60) |
Resources
| Mana | 4286/4286 |
| Vim | 3292/3292 |
| Life | 24950/24950 |
| Positive | 3302/3302 |
| Stamina | 3800/3800 |
| Steam | 130/130 |
| Healing Factor | 1.8522885204479 |
| Regeneration | 637.11260641547 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +160.1470842503% |
Vision
| Sight | 10 |
| Lite | 26.945453789988 |
| Infravision | 10 |
| See Stealth | 166.84206415667 |
| See Invisible | 162.84206415667 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 396 |
| Accuracy | 93 |
| Crit Chance | 146% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 95 |
| Crit Chance | 79% |
| Speed | 1 |
Offense: Mind
| Mindpower | 90 |
| Crit Chance | 89% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +16% |
| Mind | +38% |
| All | +8% |
| Lightning | +37% |
| Light | +76% |
| Temporal | +52% |
| Physical | +18% |
| Fire | +22% |
| Darkness | +20% |
Offense: Damage Penetration
| Light | +10% |
| Temporal | +25% |
| Arcane | +25% |
| Fire | +33% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 77.261603474072 (100%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 67 |
| Spell Save | 84 |
| Mental Save | 74 |
Defense: Resistances
| Blight | + 53%( 70%) |
| Arcane | + 56%( 70%) |
| Mind | + 67%( 70%) |
| All | + 51%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 59%( 70%) |
| Physical | + 53%( 70%) |
| Fire | + 70%( 70%) |
| Darkness | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 996 damage for 6 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 207 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 198 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 Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.5 steam per turn. Can be activated for an instant burst of 57 steam. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 213 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Shadowflame | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Fearfire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Wrath | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torture | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Brutality | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Undead / Wight | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Spectre | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Oppression | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 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 |
Effects
| talent | Fiery Hands |
| talent | Share the Pain |
| talent | Flame of Urh'Rok |
| talent | Horrifying Blows |
| talent | Eternal Suffering |
| talent | Weapon of Light |
| talent | Second Life |
| talent | Weapon of Wrath |
| talent | Abyssal Shield |
| talent | Shock Hands |
| beneficial effect | All stats increased by 80. Pain Enhancement System |
| beneficial effect | The target is surrounded by a magical shield, absorbing 829/829 damage before it crumbles. Damage Shield |
| beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 250% Raging flames |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the desperate necromancer to the recall portal on level 4 of Old Forest. Escort: desperate necromancer (level 4 of Old Forest)As a reward you gained talent category Spell / Spectre (at mastery 0.90). | done |
You successfully escorted the lost spellblade to the recall portal on level 1 of Old Forest. Escort: lost spellblade (level 1 of Old Forest)As a reward you gained talent category Spell / Enhancement (at mastery 0.90). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Combat (at mastery 0.90). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 2 of Trollmire. Escort: stranded daemon-powered (level 2 of Trollmire) | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+5 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 218. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed skeleton mage skull. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed vampire lord fang. * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed minotaur nose. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You died in battle, long ago. Unquiet SleepHowever, that wasn't the end. You haunted the place even as it was overgrown by wilderness and forgotten. The graverobber is dead. The bones sink back into their sleep. But you remain, unable to move on. You can sense that there is something deeply wrong with the world, and set off to find out what. | done |
Equipment
| On feet | Dawnbiter the pair of rough leather boots (6 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +6 (+1 eff.) Changes resistances: +3% lightning / +3% blight Blindness immunity: +20% Confusion immunity: +20% Only die when reaching: -20.00 life Light radius: +1 Movement speed: +10% It can be used to activate talent Disengage, placing all other charms into a 17 cooldown : Effective talent level: 2.5 Power cost: 17 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | watchleader's dwarven lantern Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes damage: +20% light Blindness immunity: +46% Confusion immunity: +30% Light radius: +16 See stealth: +35 See invisible: +23 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 4.2 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steamcatcher (12 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Silence immunity: +50% Steampower: +15 (+3 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
| Tool | Alyromigar the Sunking (dig speed 18 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Changes stats: +17 Str / +3 Dex / +4 Mag / +13 Wil / +4 Con Changes damage: +24% light Maximum mana: +54.00 Spell crit. chance: +10% Mental crit. chance: +14% Light radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | GlinttrailInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +12% light Changes resistances penetration: +25% temporal Changes damage: +44% temporal / +24% light / +12% darkness Spell save: +26 (+6 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +44% Mana each turn: +0.16 Damage Shield penetration: +40% Defense after a teleport: +22 Resist all after a teleport: +22% New effects duration reduction after a teleport: +22% Rings make your fingers look great! |
| On fingers | painweaver's stralite ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+2 eff.) Changes damage: +8% all Blindness immunity: +43% Spellpower: +14 (+3 eff.) Mindpower: +15 (+3 eff.) Infravision radius: +6 See stealth: +21 See invisible: +17 Rings make your fingers look great! |
| Around waist | Cord of the Steeled Mind Cord of the Steeled Mind Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Talent granted: +1 Iron Resolve Physical save: +12 (+3 eff.) Mental save: +10 (+2 eff.) Confusion immunity: +22% Stun/Freeze immunity: +20% Spellpower: +4 (+1 eff.) Mindpower: +2 (+1 eff.) Slows Projectiles: +25% Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 86.5%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
| In main hand | Gadawyn the voratun battleaxe (56-84 power, 24 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +28.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +55 fire When wielded/worn: Physical crit. chance: +17.0% Changes resistances: +5% arcane / +6% fire Changes resistances penetration: +25% arcane / +33% fire Critical mult.: +5.00% Global speed: +15% Massive two-handed battleaxes. |
| On hands | brawler's drakeskin leather gloves of spellstriking (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 13 arcane Changes stats: +4 Str / +4 Dex / +8 Mag / +10 Wil / +4 Cun Changes resistances: +4% arcane Changes damage: +8% arcane Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Iron Grip Physical save: +9 (+2 eff.) Disarm immunity: +100% Spellpower: +15 (+3 eff.) When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +5 Crit. chance: +16.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +14 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Gariamira (0 def, 18 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+2 eff.) Armour: +18 Armour Hardiness: +20% Fatigue: +23% Damage (Melee): 14 light / 14 temporal Damage when hit (Melee): 12 light / 11 temporal Changes stats: +5 Str / +7 Mag / +5 Wil Changes resistances: +12% lightning / +16% temporal / +12% light / +7% mind / +3% physical Mental save: +13 (+3 eff.) Spellpower: +17 (+3 eff.) Spell crit. chance: +6% Mindpower: +10 (+2 eff.) Mental crit. chance: +6% Healing mod.: +20% A suit of armour made of metal plates. |
| Cloak | elven-silk cloak 'Radianceknight' (3 def, 0 armour) Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 10 lightning Changes stats: +8 Str / +3 Con Changes resistances: +21% light / +30% lightning Changes resistances penetration: +10% light Changes damage: +15% lightning Reduces incoming crit damage: 10.00% Physical save: +13 (+3 eff.) Stun/Freeze immunity: +50% Maximum life: +101.00 See invisible: +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glintclash the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 6 light Changes resistances: +26% mind Changes damage: +30% mind Critical mult.: +10.00% Mental save: +9 (+2 eff.) Confusion immunity: +44% Equilibrium when hit: +0.12 Mindpower: +34 (+7 eff.) Mental crit. chance: +6% Light radius: +3 Amulets make your neck look great! |
Inventory
Rune of the Rift (842.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1284.88 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the titan (power 34; resist 38%; move 47%; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 38% all resistance, you move 47% faster, and you are invisible (power 34). Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 814; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 814 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune of the psychic (threshold 83; blocks 9; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 83 up to 9 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
SalevenaPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 10 bleed Changes stats: +4 Dex / +7 Cun / +7 Con Changes resistances: +8% physical Changes resistances penetration: +7% acid / +7% blight Critical mult.: +15.00% Life regen: +2.00 Stamina each turn: +0.80 Hate when firing a critical mind attack: +1.00 Movement speed: +10% Amulets make your neck look great! |
Torchminister the gold amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 temporal Changes stats: +7 Mag Changes resistances: +9% fire Changes resistances penetration: +25% temporal Changes damage: +24% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Olothel the KilncutCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +12% lightning / +4% physical Changes damage: +36% fire Talent mastery: +0.31 Corruption / Hexes Reduces incoming crit damage: 22.40% Spell save: +24 (+5 eff.) Mental save: +24 (+6 eff.) Mindpower: +44 (+9 eff.) Healing mod.: +25% Amulets make your neck look great! |
Baleful Band Baleful BandPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +39% darkness / +5% temporal Changes damage: +11% darkness Physical save: +3 (+1 eff.) Teleport immunity: +20% Hate when hit: +0.90 Maximum hate: +5.00 It can be used to activate talent Hateful Whisper (costing 15 power out of 30/30) : Effective talent level: 2.5 Power cost: 15 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 339 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.9 Hate for each new victim. Each turn for 1 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 23% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. This ring of blackened stone shimmers with a malicious violet light. |
obscure steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 9 entangle Damage (Ranged): 7 shadowflame Mental save: +7 (+1 eff.) Life regen: +11.00 Maximum life: +48.00 Healing mod.: +11% Rings make your fingers look great! |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
gold ring 'Silamida'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +10 Str / +7 Dex / +10 Cun / +6 Con Changes resistances: +17% temporal Mental save: +11 (+2 eff.) Confusion immunity: +37% See invisible: +12 Rings make your fingers look great! |
mule's gold ring of warCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +5 Str / +5 Con Maximum encumbrance: +25 Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Dirty Fighting (costing 17 power out of 30/30) : Effective talent level: 2.5 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You make a low blow against a sensitive point on the target, dealing 192% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 14 and their stun, blind, confusion and pin immunities to 50% of normal for 4 turns. This effect bypasses saves. Rings make your fingers look great! |
obscure gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 8 entangle Damage (Ranged): 8 warp Changes stats: +3 Cun Mental save: +7 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
Abyssworm the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +7 Mag Changes resistances: +34% fire Changes resistances penetration: +20% fire Spell save: +12 (+3 eff.) Disarm immunity: +44% Pinning immunity: +40% Knockback immunity: +44% Maximum life: +35.00 Maximum mana: +100.00 Spellpower: +20 (+4 eff.) Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
stralite ring 'Eliwyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Lck / +7 Cun Changes resistances penetration: +15% arcane / +29% mind Critical mult.: +15.00% Mental save: +18 (+4 eff.) Equilibrium when hit: +0.12 Mindpower: +30 (+6 eff.) Mental crit. chance: +9% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Activating this item is instant. It can be used to activate talent Mind On My Money (costing 17 power out of 30/30) : Effective talent level: 2.5 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Contemplate your wealth and draw power from it, gaining 100.00 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+7 eff.) Spell crit. chance: +15% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
elemental dwarven-steel battleaxe of projection (31-46 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 144 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +7% acid Changes damage: +16% acid Massive two-handed battleaxes. |
Eksatin's Ultimatum (63-94 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Quenchwedge the dwarven-steel greatmaul (43-64 power, 12 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Sunder's the enemy's weapon for 5 turns. Damage (radius 2) on crit: +8 cold When wielded/worn: Changes stats: +1 Str / +4 Mag / +2 Wil Changes damage: +15% light Infravision radius: +1 See invisible: +9 Massive two-handed mauls. |
plaguebringer's dwarven-steel greatmaul of phasing (41-62 power, 12 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 38 Damage Shield penetration (this weapon only): +21% Damage (Melee): +9 blight When wielded/worn: Disease immunity: +23% Massive two-handed mauls. |
hateful stralite greatsword of sundering (48-77 power, 13 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +13 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Sunder's the enemy's weapon for 5 turns. Damage (Melee): +16 darkness Damage against: +21% Living Massive two-handed swords. |
stormbringer's stralite greatsword of paradox (47-76 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.5 - 76.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 temporal Damage (radius 2) on crit: +48 lightning / +48 cold When wielded/worn: Changes resistances: +20% temporal Changes resistances penetration: +28% lightning / +24% cold Movement speed: +53% Massive two-handed swords. |
Xanita the voratun greatsword (61-97 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 144 acid damage (1/turn) Damage (radius 2) on crit: +29 physical When wielded/worn: Armour penetration: +4 Physical power: +44 (+6 eff.) Defense: +44 (+11 eff.) Effects on melee hit: * 29% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Dex Changes resistances: +21% temporal Changes resistances penetration: +42% acid Changes damage: +42% acid Critical mult.: +29.73% Spell crit. chance: +5% Massive two-handed swords. |
elemental deep-steel trident (25-40 power, 10 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 25.0 - 40.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 144 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +20% fire Changes damage: +13% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident of banishment (54-87 power, 16 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.5 - 87.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Strike your target with a blast of Arcane energy dealing 365 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. Damage against: +26% Horror / +28% Demon When wielded/worn: Critical mult.: +41.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Adaldarin (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +16 mind / +53 fire When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 20% chance to reduce armor by 48% Damage when hit (Melee): 4 acid Changes stats: +13 Str / +12 Dex / +10 Mag / +13 Wil / +13 Cun / +13 Con Changes resistances: +6% acid / +9% mind Changes resistances penetration: +25% fire Global speed: +11% Sharp, long, and deadly. |
Wintertide (39-54 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 122.33 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. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 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. |
Thunderstruck (22-30 power, 5 apr) Thunderstruck (22-30 power, 5 apr)Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 22.0 - 30.8 Uses stats: 30% Dex, 50% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to unleash a greater blast of thunderous power, dealing 176.93 lightning damage (based on Strength), potentially knocking the target back. Damage (radius 1) on hit: +7 physical Damage (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Changes resistances penetration: +7% all Changes damage: +6% physical Spellpower: +3 (+1 eff.) A charred and blackened wooden club, struck by some otherworldly lightning and imbued with unpredictable power. |
Icy Kill (35-45 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 50% Str, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mercy (35-45 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Deflector (22 def, 11 armour, 49-58 power, 230 block)Requires: - Shield usage training - Cunning 38 Powered by steamtech 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.0 - 58.8 Uses stats: 50% Mag, 130% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +7.0% Block value: +230 When wielded/worn: Armour: +11 Defense: +22 (+5 eff.) Fatigue: +8% Talent granted: +4 Block Physical save: +20 (+5 eff.) Knocks melee attackers away. Distance scales with damage incoming. The front plate of this shield vibrates at all times, covering some strange assembly you can't quite make sense of. |
Fire Dragon Shield (16 def, 9 armour, 58-69 power, 220 block)Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stats: 50% Mag, 100% Str Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+4 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire 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. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect 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. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Summertide (17 def, 15 armour, 52-62 power, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 50% Mag, 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 192.90 to 241.12 light damage (based on Willpower and Cunning) Activation costs 7 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Talent mastery: +0.30 Undead / Mummy Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. 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. |
mummy wrappings (5 def, 2 armour)6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +13 (+3 eff.) Decaying mummy wrappings. |
mummy wrappings (5 def, 2 armour)6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +9 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +12 (+2 eff.) Decaying mummy wrappings. |
Medical Urgency Vest (6 def, 7 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+4 eff.) This light leather armour features a special medical injector. |
This item will automatically be transmogrified when you leave the level.Veliriwyn the dwarven-steel mail armour (33 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +33 (+8 eff.) Fatigue: +12% Changes resistances: +3% mind / +12% fire / +5% arcane / +36% temporal Changes damage: +9% temporal Pinning immunity: +20% Maximum life: +80.00 A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 29 power out of 80/80) : Effective talent level: 4.5 Power cost: 29 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 74.94 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. |
impenetrable voratun mail armour of command (20 def, 29 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +29 Defense: +20 (+5 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +20 (+5 eff.) A suit of armour made of mail. |
Crystalline Steel plate armour (3 def, 20 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 It is part of a set of items. When wielded/worn: Armour: +20 Defense: +3 (+1 eff.) Fatigue: +22% Changes stats: +8 Mag / +8 Con / +12 Lck Changes resistances: +35% arcane / +15% physical Physical save: +25 (+6 eff.) Spell save: +35 (+7 eff.) Poison immunity: +60% Disease immunity: +60% It can be used to recover the Crystal Heart (destroys this armour) Activation costs 1 power out of 1/1. A suit of armour made of metal plates. Transformed with the power of the Spellblaze. |
Bleakbutcher (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to reduce damage dealt by 37% Damage (Melee): 8 lightning / 11 blight Damage when hit (Melee): 10 lightning / 11 blight / 4 arcane / 4 darkness Changes resistances: +29% lightning / +5% arcane / +13% blight Life regen: +3.00 Maximum life: +37.00 Healing mod.: +13% A suit of armour made of metal plates. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Band of ProtectionPowered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Steampower: +5 (+1 eff.) It can be used to generate a personal shield that absorbs up to 436 damage and damages attackers striking the wearer for 66 fire damage while it lasts (based on Cunning) Activation costs 14 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
This item will automatically be transmogrified when you leave the level.Cinderblight (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +7 Wil Changes resistances: +6% fire Changes resistances penetration: +15% acid Changes damage: +15% acid Spell save: +7 (+2 eff.) Mental save: +7 (+1 eff.) Light radius: +3 Infravision radius: +3 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
nexus elven-silk cloak of Irzen's Pyre (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage (Melee): 20 manaburn arcane / 20 fire burn Damage (Ranged): 18 manaburn arcane / 20 fire burn Damage when hit (Melee): 11 mind Changes resistances: +19% mind Changes resistances penetration: +16% arcane Changes damage: +25% arcane A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shoes of Moving Quickly (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+1 eff.) You move 3 spaces at once. Accurately? Less so. |
Steam Powered Boots (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Uryralach the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 38 Damage (Melee): 10 nature / 11 fire Changes stats: +3 Mag / +1 Wil / +6 Con Changes resistances: +5% nature / +7% fire Changes damage: +9% nature / +9% fire Physical save: +29 (+7 eff.) Spell save: +7 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +32% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). Damage (Melee): +25 physical Damage (radius 2) on crit: +12 nature / +13 fire Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 5.5 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Assassin's Surprise (0 def, 4 armour)Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Damage (Melee): 10 poison Changes stats: +5 Cun Poison immunity: +20% When used to modify unarmed attacks: Base power: 21.0 - 29.4 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 83% Damage (Melee): +10 crippling poison Activating this item is instant. It can be used to fire a poisonous bolt out to range 6 that deals 42 nature damage and afflicts the target with crippling poison (15% fail chance) that deals 126 addition nature damage over 3 turns (damage based on Cunning) Activation costs 7 power out of 24/24. These steel gauntlets feature a hidden contraption embedded in the left index finger that fires poisonous bolts. |
brawler's voratun gauntlets of the juggernaut (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +4 Dex / +5 Cun / +4 Con Talent cooldown: Double Strike (-1 turn) Physical save: +36 (+9 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +31% When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +20 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+4 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Isuwyn the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +14 Cun / +17 Wil Changes resistances: +21% lightning / +12% temporal / +6% blight Changes damage: +12% mind Spell save: +6 (+1 eff.) Mental save: +38 (+8 eff.) Blindness immunity: +20% Only die when reaching: -40.00 life Maximum psi: +40.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 3.5 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 395 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
drakeskin leather hat 'Gloomtrial' (0 def, 7 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 76% Changes stats: +5 Cun / +5 Wil Changes resistances: +3% cold / +25% mind / +3% darkness Changes damage: +9% darkness Talent granted: +1 Citadel Mental save: +30 (+7 eff.) Confusion immunity: +28% Stun/Freeze immunity: +20% Knockback immunity: +10% Mindpower: +6 (+2 eff.) Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Citadel: Passive - Increases Resistance to all damage by 32.67% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.elven-silk wizard hat (3 def, 0 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
warlord's drakeskin leather hat of fortune (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Wil / +9 Lck Changes resistances: +9% physical Physical save: +13 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +5% A hat made of leather. Very stylish. |
Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Talents cooldown: Canopic Jar: Breath (-4 turns) Canopic Jar: Blood (-4 turns) Canopic Jar: Gut (-4 turns) Canopic Jar: Stomach (-4 turns) This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +10 Wil / +10 Mag Changes damage: +21% blight / +17% arcane Mental save: +6 (+1 eff.) Teleport immunity: +20% Only die when reaching: -40.00 life Maximum vim: +25.00 Spell crit. chance: +6% It can be used to activate talent Vimsense (costing 15 power out of 45/45) : Effective talent level: 3.5 Power cost: 15 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 27% and all saves by 47, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Netheric Diadem (0 def, 0 armour) Netheric Diadem (0 def, 0 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Changes stats: +3 Mag / +5 Wil / +3 Cun Changes damage: +7% blight / +6% arcane Talent category bonus: +0.20 Demented Damage affinity(heal): +7% darkness / +9% temporal Talent granted: +1 Nether Resonance Spell crit. chance: +1% Mindpower: +3 (+1 eff.) Nether Resonance: increases Light resist by 96% (half Magic stat) and Nature resist by 86% (half of Willpower stat). A symbol of rulership from a lost reality, long ago consumed by the Void. |
Steam Powered Helm (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
defender's voratun helm of strength (+9) (6 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +9 Str Changes resistances: +7% all Physical save: +13 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
175 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Turykhad the SunwingCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances penetration: +25% light Changes damage: +24% light Spell save: +26 (+6 eff.) Mana when firing critical spell: +2.96 Vim when firing critical spell: +2.96 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +100.00 Spellpower: +30 (+6 eff.) Light radius: +10 Damage Shield penetration: +44% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 5.2 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 342.58 demonfire damage to everyone within 5 spaces and leaving flames which will deal an additional 342.58 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 4.5 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 25 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 115 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. |
Drerim the ash totem of healing [power 188] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +20% nature Pinning immunity: +10% Equilibrium when hit: +0.08 Only die when reaching: -40.00 life Maximum life: +40.00 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 9 turns. When used: * Gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Smolderraze the yew totem of summon tentacle [power 230] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 46 Changes resistances penetration: +25% fire Changes damage: +3% fire It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 460 Base Damage: 230 Armor: 11 All Resist: 11 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Airbender' [power 90] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Armour: +10 Defense: +40 (+10 eff.) Changes resistances: +12% lightning / +18% temporal / +15% mind / +29% darkness Changes damage: +12% lightning Reduces incoming crit damage: 22.20% Spell save: +18 (+4 eff.) Stun/Freeze immunity: +29% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Corpsewedge the ash wand of conjuration [power 190] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 4 physical Changes resistances: +6% nature Changes damage: +30% physical Critical mult.: +15.00% Maximum stamina: +30.00 Mental crit. chance: +3% It can be used to fire a magical bolt dealing 261 lightning damage Activation puts all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Wight the Wight Doombringer level 8
3rd Mirth 122nd year of Ascendancy at 12:27 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun.By Wight the Wight Doombringer level 25
69th Haze 122nd year of Ascendancy at 18:02 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Wight the Wight Doombringer level 26
70th Haze 122nd year of Ascendancy at 03:23 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Wight the Wight Doombringer level 34
10th Decay 122nd year of Ascendancy at 14:48 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wight the Wight Doombringer level 22
34th Haze 122nd year of Ascendancy at 17:06 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Wight the Wight Doombringer level 36
1st Allure 123rd year of Ascendancy at 20:08 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Wight the Wight Doombringer level 10
4th Mirth 122nd year of Ascendancy at 21:16 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Wight the Wight Doombringer level 20
32nd Haze 122nd year of Ascendancy at 21:28 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Wight the Wight Doombringer level 30
76th Haze 122nd year of Ascendancy at 09:04 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Wight the Wight Doombringer level 21
34th Haze 122nd year of Ascendancy at 04:52 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Wight the Wight Doombringer level 31
76th Haze 122nd year of Ascendancy at 23:38 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Wight the Wight Doombringer level 11
8th Mirth 122nd year of Ascendancy at 20:34 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Wight the Wight Doombringer level 8
4th Mirth 122nd year of Ascendancy at 06:22 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Wight the Wight Doombringer level 10
6th Mirth 122nd year of Ascendancy at 03:04 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Wight the Wight Doombringer level 14
3rd Flare 122nd year of Ascendancy at 06:18 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Wight the Wight Doombringer level 10
8th Mirth 122nd year of Ascendancy at 00:46 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Wight the Wight Doombringer level 4
79th Pyre 122nd year of Ascendancy at 08:25 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wight the Wight Doombringer level 2
77th Pyre 122nd year of Ascendancy at 10:21 see stats
Log
Wight's spell attains critical power!
Wight's spell attains critical power!
Wight's spell attains critical power!
Wight steals life from Spire dragon!
Wight hits Spire dragon for (46 to psi shield), 2194 physical, (19 to psi shield), 29 temporal, 289 light, 30 lightning, 149 fire, 42 arcane, 191 fire, 162 fire, (46 to psi shield), 2598 physical (5690 total damage).
Spire dragon hits Wight for 1341 healing, 18 healing, 176 healing, 18 healing, 91 healing, 26 healing, 117 healing, 99 healing, 198 healing (0 total damage) [2088 healing].
Wight killed Spire dragon!
Talent Fearscape Shift is ready to use.
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Resting starts...
Talent Inner Power is ready to use.
Talent Reckless Strike is ready to use.
Talent Voracious Blade is ready to use.
Wight resists the warp!
Rested for 3 turns (stop reason: hostile spotted to the southeast (snow cat)).
You are unable to move!
You are unable to move!



























































































































































































