










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Cleaner Item Descriptions Revised (Wide) 1.7.0gliktch: All I did was edit the max width of item popups from 400 to 666 so things don't wrap when using ToME at 150% font size, and also added a space before the 'Weapon Damage' item in weapon descriptions to correctly align that Original description: This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version: Known bugs: Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature Infinite Demon Seeds Levelup 1.7.4Allows demon seeds to levelup up to level 1000. Allow Respec Anywhere 1.2.3Forbidden 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.
Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Portable Item Vault 1.7.4Add a portable item vault to your inventory! Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) 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:
Doombringer Destroyer Reskin 1.7.6This allows Doombringers to select a different Destroyer form than just the Champion of Uhr'rok. Nothing against the Champ, but maybe some characters wanna look a little different when they hulk out. Now, the Destroyer can use any of the various demonic appearances, or even a number of non-demonic forms: a faeros of one size or another, a phoenix, and quite a bit more. Even dragons! (Wyrmics, you had your chance.) The text of Destroyer has been very slightly tweaked to reflect the more general and/or personal effect. I mostly aimed to include fire-elemental stuff, given the class, but there are some selections that don't really slot into either "demon" or "fire" — i.e., if you wanna morph into a big sandworm, that's also cool. There are two ways to configure this addon, both only visible to Doombringers:
I suspect the chosen setting will likely also impact the temporary Destroyer mode granted randomly by demon statues, too, though that's one thing I haven't tested. This addon has no mechanical component; it's purely cosmetic. It is also very easy to fork and extend, if desired; just add a new entry — a name and a filename — to the Width-variant tiles are not currently supported. --- CHANGELOG:
Items Vault 1.7.6Donators/Buyers bonus! Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
| Campaign | Infinite |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Whitehoof |
| Class | Adventurer |
| Level / Exp | 25 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by onilug at level 8 on the 4th Mirth 122nd year of Ascendancy at 19:33 5 / 1 |
Primary Stats
| Strength | 71.243676349263 (base 36) |
| Dexterity | 43.487352698525 (base 12) |
| Constitution | 46.487352698525 (base 12) |
| Magic | 93.243676349263 (base 55) |
| Willpower | 54.487352698525 (base 20) |
| Cunning | 49.487352698525 (base 24) |
Resources
| Insanity | 9/100 |
| Equilibrium | 690 |
| Vim | 117/117 |
| Life | 805/805 |
| Psi | 134/134 |
| Stamina | 283/283 |
| Soul | 10/10 |
| Healing Factor | 1.5594950027214 |
| Regeneration | 6.4719042612937 |
Speed
| Mental | +2% |
| Attack | +2% |
| Movement | +10% |
| Spell | 0% |
| Global | +124.40673868074% |
Vision
| Sight | 3 |
| Lite | 18 |
| See Stealth | 7 |
| See Invisible | 27.487352698525 |
Offense: Mainhand
| Damage | 32 |
| Accuracy | 44 |
| Crit Chance | 17% |
| APR | 15 |
| Speed | 0.98 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 11% |
| Speed | 0.98039215686275 |
Offense: Damage Bonus
| Acid | +15% |
| Blight | +11% |
| Arcane | +6% |
| Cold | +11% |
| All | 0% |
| Lightning | +25% |
| Physical | +16% |
| Darkness | +17% |
| Fire | +35% |
| Nature | +15% |
Offense: Damage Penetration
| Acid | +26% |
| Blight | +16% |
| Physical | +16% |
| Cold | +21% |
| All | 0% |
| Darkness | +21% |
| Lightning | +16% |
| Mind | +10% |
| Fire | +16% |
| Nature | +16% |
Defense: Base
| Armour (hardiness) | 36.059569973872 (35%) |
| Defense | 25 |
| Ranged Defense | 29 |
| Fatigue | 6 |
| Physical Save | 37 |
| Spell Save | 40 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 63%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 33%( 70%) |
| All | + 12%( 70%) |
| Darkness | + 74%( 82%) |
| Physical | + 19%( 74%) |
| Lightning | + 32%( 70%) |
| Mind | + 4%( 70%) |
| Fire | + 63%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Stun Resistance | 58% |
| Confusion Resistance | 4% |
| Poison Resistance | 100% |
| Blind Resistance | 28% |
| Silence Resistance | 60% |
| Bleed Resistance | 100% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 16% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 566 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Demented / Scourge drake | 1.13 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Fearfire | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Undead drake | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Whitehooves | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Flame of Urh'Rok |
| talent | Augmentation |
| talent | Raze |
| talent | Abyssal Shield |
| talent | Beyond the Flesh |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.2)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +18% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 72% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.1% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +25 Darkness Resistance, +12% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 26% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 26% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.2)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 21 turns, retch (level 2) when you fall below 44% health Power 4+: Reprieve from Death: Humanoids you slay have a 37% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 37 mind and 43 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 48 Mind damage, and deal 56 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Infinite Dungeon Challenge (Level 17): Near Sighted Challenge |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+44% chance to avoid traps). Power 2+: -1 Luck, +11 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+18% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 50% if the increase would be enough to kill your opponent. |
Quests
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 10): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 14): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 16): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 17): Near Sighted | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 2): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 4): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 5): Near Sighted | active |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 6): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 9): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | enhanced iron battleaxe (Corpses) (16-25 power, 1 apr)3.0 Encumbrance T1 battleaxe 1H weapon [Ego+] Nature Weapon Damage 16.5 - 24.8 Physical Uses 72% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: Stats Str +6, Dex +5, Mag +5, Wil +5 Cun +5, Con +6 Curse of Corpses Massive two-handed battleaxes. |
| On hands | Elayana (Misfortune) (0 def, 7 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats Str +3, Wil +3, Con +2 offense ------ On-Hit 5 acid, 6 physical Damage +4% acid, +5% physical defense ------ Armor +7 Resistance +6% acid Crit Resistance 15.00% Disarm Resist +22% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 17.5 - 19.2 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +10 physical On-crit, radius 2 +10 acid, +6 physical On Hit: 10% Disarm level 3 On Hit: 10% Sand Breath level 3 On Hit: 10% Corrosive Breath level 3 Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Emuth the alchemist's lamp (Nightmares)0.0 Encumbrance T3 lite [Random Unique] Arcane/Master While equipped: Stats Mag +5 offense ------ Spellpower +8 (+2 eff.) Damage +6% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +5% arcane Blind Resist +20% Confus Resist +17% other ------- Light +13 See Stealth +7 See Invisibility +10 Curse of Nightmares Track: Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (Madness) (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats Con +3 defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+5 eff.) Stun Resist +30% Curse of Madness Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On feet | invigorating pair of rough leather boots (Nightmares) (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Nature While equipped: offense ------ Move Speed +10% defense ------ Armor +1 Fatigue -5% Life +32.00 other ------- Stamina/turn +0.30 Curse of Nightmares A pair of boots made of leather. |
| Tool | Nimbuswitch the elm wand of lightning storm (Shrouds) [power 128] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats Cun +1, Dex +3 offense ------ Ignore resists +10% mind When Hit 4 lightning Curse of Shrouds Create a radius 3 storm for 5 turns. Each turn, creatures within take 31 lightning damage and will be dazed for 1 turn (159 total damage) Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Obsidianwisp' (Shrouds) 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +10% fire Ignore resists +5% darkness defense ------ Armor +6 Resistance +20% fire Physical save +3 (+2 eff.) Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Vim-on-Hit +2.00 Curse of Shrouds Rings make your fingers look great! |
| On fingers | Pitchwhisper the steel ring (Madness) 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats Mag +3, Wil +4, Con +5 offense ------ On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Resistance +3% cold Spell save +6 (+2 eff.) other ------- Vim when Hit +3.00 Light +3 Curse of Madness Rings make your fingers look great! |
| Around neck | Dryrasazor the steel amulet (Madness)0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats Mag +6 offense ------ Critical power +12.00% Spellpower +15 (+4 eff.) Ignore resists +10% acid Accuracy +5 (+2 eff.) Ignore Armor +11 other ------- Masteries +0.13 Demented/Scourge drake Curse of Madness Amulets make your neck look great! |
| In main hand | Tideorder (Corpses) (22-31 power, 4 apr) 3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Nature/Psionic Weapon Damage 22.5 - 31.5 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +12 mind, +10 item expose On-Hit, radius 1 +12 cold On-crit, radius 2 +8 cold On Hit: * 10% chance to reduce all saves and defense by 25 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats Str +3, Dex +5, Mag +5, Wil +7 Cun +7, Con +5 offense ------ Ignore resists +5% cold When Hit 2 arcane other ------- Talents +1 Flame Bolts Curse of Corpses Sharp, long, and deadly. |
| Around waist | Girdle of the Calm Waters (Misfortune)1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats Wil +3 defense ------ Resistance +20% blight, +20% cold +20% nature Healmod +15% Curse of Misfortune A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Black Mesh (Shrouds) (8 def, 2 armour, 40-48 power, 120 block) 7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 60% Wil Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +120 While equipped: Stats Wil +5 offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+4 eff.) Ranged Defense +8 (+4 eff.) Fatigue +6% Resistance +25% blight, +25% darkness other ------- Talents +2 Hexed Shield +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Shrouds Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | Emotha the Jetroar (Shrouds) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats Mag +3, Wil +1 offense ------ Damage +6% darkness defense ------ Defense +1 (+0 eff.) Crit Resistance 15.00% Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) other ------- Light +2 See Invisibility +3 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xanevena (Nightmares) (0 def, 0 armour) 2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: offense ------ Global Speed +14% Damage +14% lightning, +14% fire defense ------ Resistance +21% lightning, +21% fire +12% blight, +9% all Unlife -80.00 life Life +44.00 Life Regen +3.90 Healmod +15% Silence Resist +10% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the sneak (efficiency 115% / cooldown 50%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 50%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 133% / cooldown 86%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 86%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 10)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 24 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.9 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the sneak (heal 139; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 602%; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 602% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 596%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 596% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 31%; physical; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, nature, cold, arcane, mind)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 2 physical, 3 nature, 5 cold, 5 arcane, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 5; phase 20; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 879% over 10 turns; mana 44; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 879% for 10 turns (22 total) and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 32; cd 14)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 14 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 32 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 80; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 80 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 Willpower stat. 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 psychic (absorb 213; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 213 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 254; dur 4; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 254 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 20; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 91; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Cyrugada (Shrouds)0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: offense ------ Physical Power +6 (+2 eff.) Combat Speed +10% Damage +5% physical On-Hit (Melee): * 10 arcane resource burn defense ------ Fatigue -4% Resistance +13% lightning, +3% temporal +12% fire, +3% nature +6% acid Life Regen +2.00 Stun Resist +24% Curse of Shrouds Amulets make your neck look great! |
Fanged Collar (Madness)0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness +15% acid Physical save +15 (+6 eff.) Spell save +15 (+5 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... Curse of Madness This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet (Madness)0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps Curse of Madness The weight of the world seems a little lighter with this amulet around your neck. |
Giralrarin the copper amulet (Shrouds)0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats Dex +4 offense ------ Damage +3% temporal Ignore Armor +1 defense ------ Armor +8 other ------- Stamina/turn +1.00 Masteries +0.11 Corruption/Demonic strength Curse of Shrouds Amulets make your neck look great! |
copper amulet 'Deepsquencher' (Madness)0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Str +3 offense ------ Damage +3% light On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% lightning, +6% nature Curse of Madness Amulets make your neck look great! |
copper amulet 'Vilenoon' (Shrouds)0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Resistance +3% acid Unlife -60.00 life Disease Resist +10% other ------- Masteries +0.12 Corruption/Shadowflame Curse of Shrouds Amulets make your neck look great! |
starlit steel amulet of dexterity (+2) (Misfortune)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats Dex +2 defense ------ Resistance +14% light, +12% darkness Blind Resist +22% Curse of Misfortune Amulets make your neck look great! |
steel amulet 'Bokiredan' (Misfortune)0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats Str +2, Wil +2 offense ------ Ignore resists +5% blight When Hit 4 blight defense ------ Resistance +3% blight other ------- See Invisibility +3 Masteries +0.12 Corruption/Fearfire Curse of Misfortune Amulets make your neck look great! |
Loamstake the steel ring (Corpses)0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +15% darkness, +10% nature defense ------ Resistance +3% nature Life +22.00 Disarm Resist +25% Pinning Resist +25% Knockbk Resist +21% Curse of Corpses Rings make your fingers look great! |
gladiator's steel ring of corrosion (+22%) (Shrouds)0.1 Encumbrance T2 ring jewelry [Ego+] Nature/Master While equipped: Stats Str +5, Con +5 offense ------ Physical Power +8 (+3 eff.) Damage +11% acid defense ------ Resistance +22% acid Curse of Shrouds Rings make your fingers look great! |
psionicist's copper ring (Shrouds)0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats Wil +3 defense ------ Mind save +6 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
solipsist's gold ring (Misfortune)0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats Cun +4, Wil +6 offense ------ Mindpower +8 (+3 eff.) Curse of Misfortune Rings make your fingers look great! |
solipsist's steel ring (Misfortune)0.1 Encumbrance T2 ring jewelry [Ego+] Psionic While equipped: Stats Cun +4, Wil +5 offense ------ Mindpower +7 (+3 eff.) Curse of Misfortune Rings make your fingers look great! |
warrior's steel ring of perseverance (Corpses)0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats Str +2 defense ------ Armor +4 Life Regen +2.00 Stun Resist +23% Curse of Corpses Rings make your fingers look great! |
warrior's steel ring of power (Corpses)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats Str +2 offense ------ Physical Power +5 (+2 eff.) Spellpower +7 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Armor +4 Curse of Corpses Rings make your fingers look great! |
Shantiz the Stormblade (Shrouds) (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 60% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats Dex +20 defense ------ Slow Projectiles +40% Instant Weapon Swap Curse of Shrouds This surreal dagger crackles with the intensity of a vicious storm. |
steel greatmaul 'Dawnzeal' (Shrouds) (38-57 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Nature/Master Weapon Damage 38.0 - 57.0 Physical Uses 72% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +20 item expose, +7 nature +4 light On Hit: * 20% chance to reduce all saves and defense by 25 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Curse of Shrouds Massive two-handed mauls. |
Cautery Sword (Madness) (40-56 power, 10 apr)3.0 Encumbrance T3 longsword 1H weapon [Unique] Steamtech Weapon Damage 40.0 - 56.0 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On Hit: * inflict fire damage based on steampower While equipped: defense ------ Cut Resist +100% Curse of Madness This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Oozing Heart (Corpses) (17-19 power, 25 apr, nature slow damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +7.0% Attack Speed 100% While equipped: Stats Cun +2, Wil +6 offense ------ Mind Crit +8% Mindpower +12 (+5 eff.) Damage +18% nature, +15% acid defense ------ Resistance +12% arcane, +12% blight Spell save +15 (+5 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Curse of Corpses Ooze Spit: Effective talent level: 3.5 Power cost 20 out of 20/20. Range 10 Cooldown: 30 Travel.spd 800% of base Description: Spit slime at your target doing 104.30 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
mossy mindstar of storms (Madness) (3-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Str +1, Dex +2, Mag +2, Wil +1 Cun +2, Con +2 offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 6 lightning Damage +5% lightning Ignore resists +5% lightning defense ------ Resistance +5% lightning other ------- Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Penitence (Nightmares) (15-18 power, 4 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+4 eff.) defense ------ Resistance +30% blight, +30% darkness Affinity +20% darkness Spell save +15 (+5 eff.) other ------- Talents +1 Command Staff Curse of Nightmares Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
elven-wood vilestaff of invocation (Misfortune) (25-30 power, 5 apr, blight element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +19 (+5 eff.) Spellpower/crit +6 Damage +25% blight other ------- Talents +1 Command Staff Curse of Misfortune Conjure elemental energy in a radius 8 cone, dealing 49.48 to 59.38 blight damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone magestaff of warding (Corpses) (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Ego] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +30% lightning defense ------ Armor +5 Defense +5 (+2 eff.) other ------- Mana/turn +0.16 Max mana +30.00 Wards +2 lightning Talents +1 Ward +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
short ash magestaff of fate (Shrouds) (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 1H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Damage +15% fire defense ------ Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
elemental iron waraxe of projection (Misfortune) (11-15 power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego++] Arcane/Psionic Weapon Damage 11.0 - 15.4 Physical Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 105 cold damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +6% cold Ignore resists +5% cold Curse of Misfortune One-handed war axes. |
Silynn the Sleetpulverizer (Shrouds) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +1, Con +2 offense ------ Damage +3% fire, +3% cold defense ------ Defense +1 (+0 eff.) Resistance +6% light Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Cyrathra' (Misfortune) (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats Wil +2 offense ------ Damage +3% arcane, +21% mind Ignore resists +10% arcane On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Defense +1 (+0 eff.) Resistance +5% arcane Mind save +6 (+3 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (Corpses) (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats Con +5, Wil +4 offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid, +15% nature +15% mind When Hit 20 nature slow, 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature, +11% all Physical save +10 (+4 eff.) Spell save +10 (+4 eff.) Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
The Black Boots (Nightmares) (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats Cun +4 defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Nightmares "It's a treacherous road to the top of the world." |
reinforced pair of iron boots (Corpses) (0 def, 7 armour)3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: defense ------ Armor +7 Fatigue +2% Resistance +6% acid, +6% fire +5% lightning, +5% cold Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Carriontreason (Corpses) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats Str +3, Dex +3, Cun +3 offense ------ On-Hit 8 nature Damage +5% nature Accuracy +8 (+3 eff.) On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +2 Fatigue +3% Resistance +6% nature Physical save +14 (+6 eff.) Mind save +7 (+3 eff.) Disarm Resist +20% other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 19.0 - 26.6 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Accuracy +12 Ignore Armor +9 Critical Rate +17.0% Attack Speed 83% On-crit, radius 2 +6 nature On Hit: 10% Perfect Control level 3 On Hit: 10% Set Up level 3 On Hit: 10% Venomous Breath level 3 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Demonjeer the dwarven-steel gauntlets (Nightmares) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats Str +3, Mag +4 offense ------ Physical Power +7 (+3 eff.) On-Hit 7 mind Damage +5% mind, +9% darkness +4% arcane When Hit 4 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Armor +2 Fatigue +3% Resistance +7% mind other ------- Light +3 Unarmed combat: Weapon Damage 21.5 - 30.1 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +5 arcane On-crit, radius 2 +7 arcane, +8 mind On Hit: 20% Psychic Lobotomy level 3 Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Ebonytrencher' (Madness) (0 def, 10 armour)1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ On-Hit 5 physical Damage +6% light, +6% physical defense ------ Armor +10 Resistance +3% darkness Unarmed combat: Weapon Damage 27.5 - 30.3 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +5 physical On-crit, radius 2 +5 physical On Hit: 10% Sand Breath level 5 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Scorpionblight' (Nightmares) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats Dex +1, Wil +2 offense ------ On-Hit 6 nature Damage +4% nature defense ------ Armor +1 Resistance +11% nature other ------- Light +2 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 24% Wil, 64% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 nature On Hit: 10% Venomous Breath level 1 Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fuledur the rough leather cap (Nightmares) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +3 offense ------ Critical power +10.00% defense ------ Armor +1 Fatigue +1% other ------- Vim-on-crit +1.00 Curse of Nightmares A cap made of leather. |
Koriruimas (Madness) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Con +3 defense ------ Armor +1 Fatigue +1% Resistance +9% cold Cut Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Curse of Madness A cap made of leather. |
linen wizard hat 'Emelyyama' (Madness) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Dex +4, Wil +6, Con +3 defense ------ Defense +1 (+0 eff.) Resistance +6% acid, +6% fire, +6% cold Curse of Madness A pointy cloth hat, very wizardly... |
rough leather hat of knowledge (Corpses) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Psionic While equipped: Stats Cun +3, Wil +3 offense ------ Mindpower +3 (+2 eff.) defense ------ Armor +1 Fatigue +1% Curse of Corpses A hat made of leather. Very stylish. |
iron mail armour 'Zerizilagar' (Nightmares) (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% fire Unlife -20.00 life Life +60.00 Silence Resist +10% Teleport Resist +20% Curse of Nightmares A suit of armour made of mail. |
The Untouchable (Corpses) (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats Cun +8 offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. Curse of Corpses This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Bindings of Eternal Night (Shrouds) (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats Wil +5, Mag +5 offense ------ Damage +15% cold, +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+6 eff.) Resistance +30% blight, -10% fire +30% darkness, -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Curse of Shrouds Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Coral Spray (Nightmares) (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 84% Wil Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold, +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Nightmares A chunk of jagged coral, dredged from the ocean. |
Darksweeper the dwarven-steel shield (Corpses) (0 def, 6 armour, 28-34 power, 78.5 block)7.0 Encumbrance T3 shield armor [Random Unique] Master When used to Attack: Weapon Damage 28.0 - 33.6 Physical Uses 60% Wil Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +78 On-Hit, radius 1 +12 light While equipped: offense ------ Ignore resists +20% darkness When Hit 2 darkness defense ------ Armor +6 Fatigue +8% Resistance +18% lightning, +35% fire other ------- Talents +1 Block Curse of Corpses Handheld deflection devices. |
demon seed [daelach] (20, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: defense ------ Stun Resist +55% Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (16, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (16, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (34, body)0.0 Encumbrance T4 demon seed [Unique] Arcane Attachable to body When attached: defense ------ Teleport Resist +76% Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (17, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Overpower Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (18, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: defense ------ Silence Resist +52% Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (24, body)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +3 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (20, body)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +2 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (23, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (21, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (10, finger)0.0 Encumbrance T1 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (13, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (23, finger)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (16, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (18, finger)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (19, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (19, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Farstrike Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (22, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Silence Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (22, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (12, mainhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +2 Frost Grab Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (21, mainhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (16, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +2 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (14, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Telepathy Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (16, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: defense ------ Resistance +18% blight, +18% fire +18% physical Damage Reduction +8 blight, +8 fire +8 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (14, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: offense ------ Damage +14% acid, +14% physical +14% blight Ignore resists +7% acid, +7% physical +7% blight Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (24, offhand)0.0 Encumbrance T3 demon seed [Unique] Arcane Attachable to offhand When attached: other ------- Talents +3 Doom Storm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (15, offhand)0.0 Encumbrance T2 demon seed [Unique] Arcane Attachable to offhand When attached: offense ------ Damage +15% blight, +15% fire +15% darkness Ignore resists +8% blight, +8% fire +8% darkness Demon status: alive (100% life). The seed of a demon. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
173 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gegarab the iron pickaxe (Misfortune) (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +3, Mag +2, Wil +3, Cun +2 offense ------ Damage +6% arcane defense ------ Fatigue -4% other ------- Infravision +3 While carried: other ------- Talents +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
dream-smith's iron pickaxe (Shrouds) (dig speed 20 turns)3.0 Encumbrance T1 digger tool [Ego+] Psionic While equipped: Stats Str +1 offense ------ Damage +6% mind, +6% fire defense ------ Mind save +6 (+3 eff.) While carried: other ------- Talents +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial (Madness)1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Curse of Madness Call light, dispelling darkness and lighting tiles in radius 20.(112 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial (Madness)2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Curse of Madness Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern 'Ce'Niwe' (Misfortune)2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats Wil +1 offense ------ Damage +3% physical defense ------ Defense +5 (+2 eff.) Resistance +3% mind other ------- EQ when Hit +0.16 Light +6 Curse of Misfortune A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One (Madness)2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Curse of Madness Sleep: Effective talent level: 4.5 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 11 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. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Telekinetic Core (Nightmares)2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats Wil +5 offense ------ Physical Power +3 (+1 eff.) Mindpower +3 (+2 eff.) Damage +6% physical defense ------ Resistance +5% physical Physical save +12 (+5 eff.) Curse of Nightmares Psionic Pull: Effective talent level: 4.5 Power cost 18 out of 35/35. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 75 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
iron torque of gale force 'Rhemnir' (Madness) [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% acid defense ------ Resistance +5% arcane, +3% cold Curse of Madness Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 121 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Polyrenor (Corpses) [power 182] (15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 25 defense ------ Resistance +6% mind Curse of Corpses Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Item Vault (Portable) Item Vault (Portable)0.0 Encumbrance vault [Plot Item] Unknown Access item vault. Uses 1 power out of 1/1 A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightningprophet (Shrouds) [power 188] (20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% lightning, +3% darkness Ignore resists +10% lightning Ignore Shields +20% defense ------ Resistance +6% darkness Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Curse of Shrouds Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Fogcrypt' (Misfortune) [power 150] (15 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats Str +1, Dex +1 offense ------ Damage +9% lightning defense ------ Resistance +3% darkness other ------- Light +2 Curse of Misfortune Fire a magical bolt dealing 166 cold damage Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Demonbreath the Whitehoof Adventurer level 22
13rd Dusk 122nd year of Ascendancy at 01:36 see stats
Infinite x10 (Insane (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Demonbreath the Whitehoof Adventurer level 14
1st Flare 122nd year of Ascendancy at 16:38 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Demonbreath the Whitehoof Adventurer level 10
5th Mirth 122nd year of Ascendancy at 02:15 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Demonbreath the Whitehoof Adventurer level 20
10th Dusk 122nd year of Ascendancy at 02:03 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Demonbreath the Whitehoof Adventurer level 23
13rd Dusk 122nd year of Ascendancy at 20:20 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Demonbreath the Whitehoof Adventurer level 14
3rd Flare 122nd year of Ascendancy at 12:43 see stats
Log
You gain 0.70 gold from the melting of steel dagger of massacre (Shrouds) (18-24 power, 6 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.07 gold from the melting of steel dagger of daylight (Corpses) (11-14 power, 6 apr).
You collect a new ingredient: lump of stralite (1).
You gain 2.31 gold from the melting of flaming stralite dagger of massacre (Corpses) (38-49 power, 9 apr).
You collect a new ingredient: lump of dwarven steel (1).
You gain 1.89 gold from the melting of flaming dwarven-steel dagger of massacre (Shrouds) (26-34 power, 7 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.85 gold from the melting of balanced steel dagger of massacre (Nightmares) (17-22 power, 6 apr).
You collect a new ingredient: lump of steel (1).
You gain 2.89 gold from the melting of balanced steel dagger of massacre (Madness) (19-25 power, 6 apr).
You collect a new ingredient: lump of stralite (1).
You gain 2.50 gold from the melting of arcing stralite dagger of amnesia (Misfortune) (30-40 power, 9 apr).
You collect a new ingredient: lump of iron (1).
You gain 2.91 gold from the melting of hateful iron battleaxe of erosion (Corpses) (16-24 power, 1 apr).
You collect a new ingredient: lump of steel (1).
You gain 3.73 gold from the melting of chilling steel battleaxe of crippling (Misfortune) (22-34 power, 2 apr).
You gain 7.32 gold from the melting of Xerann the Stormraze (Corpses).
You gain 10.17 gold from the melting of Isluyavea the Tundrapassion (Shrouds).
You gain 1.10 gold from the melting of manasurge rune of the duelist (regen 967% over 10 turns; mana 48; cd 12).
You collect a new ingredient: stack of herbs (bilberry) (5).
You gain 0.71 gold from the melting of regeneration infusion (heal 72; 13 cd).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 1.52 gold from the melting of movement infusion (speed 519%; cd 18).
You collect a new ingredient: stack of herbs (viperweed) (5).
You gain 0.62 gold from the melting of healing infusion (heal 41; cd 15).
You gain 1.52 gold from the melting of steam generator implant (steam 4).
Resting starts...
Rested for 17 turns (stop reason: all resources and life at maximum).







































































































































