











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Adventurer 1.7.2Allows 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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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.] 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 | Infinite |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Adventurer |
| Level / Exp | 62 / 4% |
| Size | small |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 262.82028823734 (base 12) |
| Dexterity | 258.64057647469 (base 12) |
| Constitution | 169.64057647469 (base 12) |
| Magic | 216.82028823734 (base 72) |
| Willpower | 141.64057647469 (base 40) |
| Cunning | 267.54057647469 (base 72) |
Resources
| Mana | 1137/1137 |
| Psi | 222/222 |
| Steam | 100/100 |
| Life | 2185/2185 |
| Positive | 233/233 |
| Stamina | 572/572 |
| Insanity | 0/100 |
| Healing Factor | 1.8632844786824 |
| Regeneration | 94.298386571217 |
Speed
| Mental | +10.51307691002% |
| Attack | 0% |
| Movement | +55.50021058553% |
| Spell | +10.51307691002% |
| Global | +105.02067038696% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 8 |
| See Stealth | 13 |
| See Invisible | 40.640576474687 |
Offense: Mainhand
| Damage | 285 |
| Accuracy | 130 |
| Crit Chance | 156% |
| APR | 29 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 203 |
| Accuracy | 130 |
| Crit Chance | 157% |
| APR | 32 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 181 |
| Crit Chance | 100% |
| Speed | 0.90487029043106 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 138 |
| Crit Chance | 92% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Blight | +39% |
| Arcane | +54% |
| Cold | +18% |
| All | 0% |
| Darkness | +24% |
| Temporal | +10% |
| Physical | +10% |
| Mind | +12% |
| Fire | +23% |
| Lightning | +35% |
Offense: Damage Penetration
| Acid | +20% |
| Lightning | +26% |
| Darkness | +15% |
| Arcane | +20% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 107.95499192182 (67.973570614753%) |
| Defense | 106 |
| Ranged Defense | 106 |
| Fatigue | 8 |
| Physical Save | 79 |
| Spell Save | 62 |
| Mental Save | 83 |
Defense: Resistances
| Acid | + 52%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 24%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 6%( 70%) |
| Physical | + 20%( 74%) |
| Darkness | + 51%( 81%) |
| Fire | + 26%( 70%) |
| Mind | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 98% |
| Confusion Resistance | 76% |
| Pinning Resistance | 0% |
| Silence Resistance | 53% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 46 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: 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 31 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: Reflection ShieldUse 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 and reflecting at most 1184 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 3/5 |
| Celestial / Darkside | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 3/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Technique / Magical combat | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 6/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.50 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| Steamtech / Engineering | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Arcane Feed |
| talent | Augmentation |
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Shock Hands |
| talent | Arcane Combat |
| talent | Fiery Hands |
| talent | Beyond the Flesh |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.8)Penalty : Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Power 1+: Unleashed: +17% critical damage, +19% off-hand weapon damage Power 2+: -1 Luck, +11 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 78% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 10.1% of your life, the remaining cooldown of all your talents is reduced by 1. |
| detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +23 Darkness Resistance, +11% 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 24% 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 24% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 8.8)Penalty : Fear of Death: -9% resistance against damage from the undead. Power 1+: Power over Death: +20% damage against the undead. Power 2+: -1 Luck, +9 Strength, +9 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 7) when you fall below 52% health Power 4+: Reprieve from Death: Humanoids you slay have a 50% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 11% 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 96 mind and 106 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 166 Mind damage, and deal 183 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+43% 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 (+17% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 49% if the increase would be enough to kill your opponent. |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 10): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 20): Near SightedYou completed the challenge and received: Random Artifact: Deepsdare (Nightmares) (37-59 power, 2 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 230 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 21): Rush Hour (230)Turns left: 79 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 95 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 22): Rush Hour (95)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 24): Near SightedYou completed the challenge and received: Random Artifact: Galerock (Corpses) (22-33 power, 0 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 464 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 29): Rush Hour (464)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 31): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 34): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 35): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 36): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 39): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 40): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 42): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 47): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 49): MultiplicityTurns left: 0 You 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 5): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 51): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 53): ExterminatorYou completed the challenge and received: Random Artifact: Blackreeve (Misfortune) (24-38 power, 2 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 54): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 56): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 179 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 60): Rush Hour (179)Turns left: 54 You completed the challenge and received: Random Artifact: Spellblade (Nightmares) (50-70 power, 0 apr) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| Psionic focus | enhanced voratun battleaxe of evisceration (Corpses) (58-87 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 58.0 - 87.0 Physical Uses 107% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 493 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +18 Str +20 Dex +20 Mag +15 Wil +20 Cun +13 Con dps ---------- Phys.crit +16.0% Phys.pwr +14 (+2 eff.) Curse of Corpses Massive two-handed battleaxes. |
| Quiver | Void Quiver (Misfortune) (0/0, 45-63 power, 120 apr)3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 45% Wil, 40% Mag, 63% Cun Acc+ +0.2% crit chance (max 25%) Apr +120 Crit +6.0% On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 Curse of Misfortune An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
| On hands | Dakhtun's Gauntlets (Nightmares) (0 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +8 Str +8 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +8 Unarmed combat: Power 36.0 - 50.4 Physical Uses 36% Wil, 76% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Curse of Nightmares Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Light source | ethereal dwarven lantern of clarity (Madness)0.0 T5 lite [Ego+] Arcane/Psionic While equipped: Stats +6 Mag dps ---------- Spell.pwr +11 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) ---------- misc Light +7 See.Stealth +13 See.Invis +18 Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Xarelaith (Corpses) (0 def, 7 armour)2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +12 Str +8 Dex +16 Wil +24 Cun +12 Con dps ---------- Crit.mult +20.00% Mind.pwr +5 (+1 eff.) Dmg.mod +6% mind Melee Ret 11 mind ----- def ----- Armour +7 Fatigue +5% Resists +11% blight Mind.save +19 (+4 eff.) Curse of Corpses A cap made of leather. |
| On feet | Eilinilaith (Corpses) (0 def, 7 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +7 Mag +3 Cun +9 Con dps ---------- Dmg.mod +9% arcane +6% mind Res.pen +20% arcane ----- def ----- Armour +7 ---------- misc Equi/ret +0.04 Spell.cld 10% Curse of Corpses Rush: Puts all charms on 25 cooldown Level 5.9 Pwr.cost 25 out of 25/25. Range 10 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | Duverand the voratun pickaxe (Shrouds) (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +20 Str +9 Wil dps ---------- Phys.crit +8.0% Spell.crit +6% Mind.crit +9% Crit.mult +16.00% Phys.pwr +8 (+1 eff.) S.pwr/crit +4 Phasing +10% Apr +18 ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 While carried: ---------- misc Talents +1 Dig Curse of Shrouds Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 7.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +126 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Isluwyn (Misfortune)0.1 T5 ring jewelry [Rare] Master While equipped: Stats +9 Cun +13 Wil dps ---------- Dmg.mod +15% acid Melee Ret 8 acid ----- def ----- HP.reg +9.00 Stun/Frz- +39% ---------- misc Infravis +3 See.Invis +9 Curse of Misfortune Rings make your fingers look great! |
| On fingers | stralite ring 'Floevagrant' (Corpses)0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +8 Con dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +17% acid +18% cold +3% lightning Res.pen +5% cold Melee Ret 4 cold ----- def ----- Resists +34% acid Max.HP +73.00 HP.reg +11.00 Heal.mod +15% Curse of Corpses Rings make your fingers look great! |
| Around neck | Shockstoker the stralite amulet (Misfortune)0.1 T4 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +7 Mag +9 Cun +7 Con dps ---------- Spell.crit +5% Spell.pwr +20 (+2 eff.) Mov.spd +10% Dmg.mod +15% blight +12% arcane +9% lightning Res.pen +26% lightning +15% acid ----- def ----- Fatigue -8% HP.reg +4.00 ---------- misc Stam/turn +0.90 Max.mana +103.10 Curse of Misfortune Amulets make your neck look great! |
| In main hand | Eilinykira (Shrouds) (42-59 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Nature/Master Power 42.0 - 58.8 Physical Uses 89% Wil Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +20 fire On Crit: * Wound the target dealing 493 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +12 Str +15 Dex +15 Mag +23 Wil +13 Cun +14 Con dps ---------- Phys.crit +14.0% Mind.crit +3% Phys.pwr +12 (+2 eff.) Dmg.mod +15% arcane Res.pen +5% acid Melee Ret 2 acid 4 arcane Curse of Shrouds One-handed war axes. |
| Around waist | drakeskin leather belt 'Nightqueller' (Nightmares)1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +7 Dex +12 Mag +7 Cun +12 Lck dps ---------- Dmg.mod +18% arcane Res.pen +15% darkness ----- def ----- Defense +20 (+3 eff.) Resists +9% darkness +5% arcane Stealth +27 ---------- misc T.Disarm +26 Mana/turn +0.30 Max.mana +60.00 Infravis +5 Curse of Nightmares A belt that goes around your waist. |
| In off hand | enhanced stralite dagger of crippling (Shrouds) (27-35 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 27.0 - 35.1 Physical Uses 45% Wil, 45% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +8 Str +10 Dex +10 Mag +8 Wil +9 Cun +10 Con dps ---------- Phys.crit +12.0% Curse of Shrouds Sharp, short and deadly. |
| Cloak | cashmere cloak 'Issador' (Corpses) (3 def, 20 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +10 Cun +3 Dex dps ---------- Phys.crit +2.0% Crit.mult +20.00% Acc +15 (+2 eff.) Apr +5 ----- def ----- Armour +20 Defense +3 (+0 eff.) ---------- misc Max.stam +20.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite mail armour 'Hygund' (Corpses) (16 def, 32 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil +15 Cun +12 Con ----- def ----- Armour +32 Defense +16 (+2 eff.) Fatigue +23% Resists +9% acid +13% fire -14% light +10% darkness Phys.save +10 (+2 eff.) Spell.save +9 (+2 eff.) Mind.save +26 (+5 eff.) Curse of Corpses A suit of armour made of mail. |
Inventory
medical injector implant of the psychic (efficiency 206% / cooldown 60%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 206% efficiency and cooldown mod of 60%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 267% / cooldown 89%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 267% efficiency and cooldown mod of 89%. 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 sneak (efficiency 322% / cooldown 74%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 322% efficiency and cooldown mod of 74%. 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 titan (efficiency 228% / cooldown 63%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 228% efficiency and cooldown mod of 63%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 264% / cooldown 84%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 264% efficiency and cooldown mod of 84%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 8)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 40 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.7 steam per turn. Can be activated for an instant burst of 44 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 606; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 606 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 575; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 575 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 duelist (speed 1210%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1210% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 827%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 827% 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 psychic (speed 1130%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1130% 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 sneak (speed 1203%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1203% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 821; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 821 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 67%; physical; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous 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 67% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 45%; mental; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 69%; physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 69% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the titan (res 52%; mental; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 52% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Potion of Martial Prowess0.4 potion [Unique] Master Quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
blink rune of the psychic (range 10; phase 29; cd 20)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (90% of a turn) Is a spell Description: Activate the rune to teleport up to 10 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 29%, your defense is increased by 29 and all your resistances by 29%. 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. |
blink rune of the psychic (range 9; phase 29; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (90% of a turn) Is a spell Description: Activate the rune to teleport up to 9 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 29%, your defense is increased by 29 and all your resistances by 29%. 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. |
blink rune of the wizard (range 11; phase 37; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 11 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (90% of a turn) Is a spell Description: Activate the rune to teleport up to 11 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 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the wizard (regen 1901% over 10 turns; mana 95; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (90% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1901% for 10 turns (351 total) and instantly restoring 95 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 77; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 77 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 (absorb 74; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 74 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 duelist (absorb 317; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 317 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. 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 210; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 210 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 warrior (absorb 861; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 861 damage for 3 turns. 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. |
stormshield rune (threshold 54; blocks 5; dur 4; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 54 up to 5 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 61; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (90% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 61 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 duelist (range 311; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (90% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 311 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Corrosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Explosive Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fatal Attractor0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Grounding Strap0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Razor Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Projector0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Solid Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Voltaic Shell0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Arora the voratun amulet (Misfortune)0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +11 Mag dps ---------- Spell.crit +4% Spell.pwr +15 (+1 eff.) S.pwr/crit +9 Dmg.mod +8% darkness +7% temporal +7% light +6% physical ---------- misc Mana/turn +0.50 Vim/s.crit +2.00 Max.mana +132.00 Masteries +0.38 Undead/Skeleton Curse of Misfortune Amulets make your neck look great! |
Daimodor the stralite amulet (Misfortune)0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +13 Lck dps ---------- Spell.crit +2% Crit.mult +20.00% Res.pen +25% blight +25% temporal +20% arcane Acc +14 (+2 eff.) ----- def ----- Defense +11 (+1 eff.) Unseen.red 15% ---------- misc Mana/s.crit +2.00 Curse of Misfortune Amulets make your neck look great! |
Deepsquick (Nightmares)0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun dps ---------- Phys.crit +4.0% Dmg.mod +18% physical Apr +3 Melee Ret 8 darkness ----- def ----- Resists +6% darkness Die.at -80.00 life ---------- misc Light +2 Curse of Nightmares Amulets make your neck look great! |
Glowripper (Madness)0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Str dps ---------- Res.pen +26% light ----- def ----- Defense +32 (+5 eff.) Resists +21% lightning Spell.save +9 (+2 eff.) Max.HP +105.02 Silence- +21% Stun/Frz- +68% Curse of Madness Amulets make your neck look great! |
The Black Core (Misfortune)0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. Curse of Misfortune "Lock your soul away, and death will never reach you." |
warmaker's voratun amulet of murder (Shrouds)0.1 T5 amulet jewelry [Ego++] Master While equipped: Stats +9 Str +7 Dex +9 Wil dps ---------- Crit.mult +15.00% Acc +10 (+1 eff.) Apr +15 Curse of Shrouds Amulets make your neck look great! |
Armalagund the Ebonyripper (Misfortune)0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +11 Str +7 Wil +7 Cun +2 Con dps ---------- Mind.pwr +13 (+2 eff.) Res.pen +15% darkness Acc +5 (+0 eff.) Apr +2 ----- def ----- Armour +14 Resists +12% nature +12% blight Poison- +21% Disease- +23% Curse of Misfortune Rings make your fingers look great! |
Blindraider (Misfortune)0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +3 Wil +6 Mag dps ---------- Crit.mult +20.00% Melee+ 24 light Ranged+ 22 light Dmg.mod +15% light Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 61 ----- def ----- Resists +6% mind +9% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 Max.vim +10.00 Curse of Misfortune Rings make your fingers look great! |
Drazilagas (Nightmares)0.1 T4 ring jewelry [Rare] Master While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.pwr +30 (+4 eff.) ----- def ----- Resists +5% arcane HP.reg +5.00 Stun/Frz- +44% ---------- misc Max.hate +10.00 Curse of Nightmares Rings make your fingers look great! |
Elemental Fury (Shrouds)0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Shrouds This ring shines with many colors. |
Kilndare the steel ring (Madness)0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +3% fire Acc +6 (+0 eff.) On Hit (Melee): * 20 arcane resource burn * 10% chance to slow global speed by 92% ----- def ----- Resists +3% acid +3% fire +9% cold Spell.save +3 (+0 eff.) Curse of Madness Rings make your fingers look great! |
Ring of the Archlich (Shrouds)0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 Curse of Shrouds This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Salylerin the Sewerglamour (Nightmares)0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +8 Dex dps ---------- Dmg.mod +31% darkness +6% nature Apr +2 On Hit (Melee): * 20% chance to slow global speed by 92% ----- def ----- Defense +25 (+4 eff.) Resists +32% darkness +3% physical Curse of Nightmares Rings make your fingers look great! |
The Black Ring (Corpses)0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. Curse of Corpses "An innocuous bauble. Until you look through the hole." |
Wheel of Fate (Shrouds)0.1 T2 ring jewelry [Unique] Arcane While equipped: Curse of Shrouds Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's stralite ring of life (Misfortune)0.1 T4 ring jewelry [Ego++] Arcane/Nature While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.pwr +9 (+1 eff.) ----- def ----- Max.HP +61.00 HP.reg +10.00 Heal.mod +15% Curse of Misfortune Rings make your fingers look great! |
conjurer's stralite ring of speed (Shrouds)0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +7 Wil dps ---------- Spell.pwr +8 (+1 eff.) Mov.spd +11% Acc +9 (+1 eff.) ----- def ----- Defense +13 (+2 eff.) Curse of Shrouds Blinding Speed: Puts all charms on 40 cooldown Level 4.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
sneakthief's steel ring of misery (Nightmares)0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +11 Cun +6 Dex dps ---------- Melee+ 13 physical Ranged+ 9 physical Acc +8 (+1 eff.) On Hit (Melee): * 13% chance to reduce all saves and defense by 61 On Hit (Ranged): * 14% chance to reduce all saves and defense by 61 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Curse of Nightmares Bleeding Edge: Puts all charms on 20 cooldown Level 7.2 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
voratun ring 'Isaba' (Madness)0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +12 (+2 eff.) Mind.pwr +10 (+1 eff.) Dmg.mod +15% mind Res.pen +10% mind Acc +16 (+2 eff.) Apr +9 ----- def ----- Defense +16 (+2 eff.) Resists +13% nature +10% blight Poison- +25% Disease- +24% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Curse of Madness Disengage: Puts all charms on 10 cooldown Level 4.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 167% 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. Rings make your fingers look great! |
Life Drinker (Madness) (42-55 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 31% Wil, 55% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+1 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Curse of Madness Worm Rot: Level 4.5 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 72.38 acid and 76.01 blight damage. If not cleared after five turns it will inflict 431.55 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 84% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (Shrouds) (40-52 power, 12 apr)1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 31% Wil, 61% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Hit: 20% Poisonous Bite 3 On Crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +15 Poison- +100% ---------- misc Light -2 Talents +5 Toxic Death Curse of Shrouds This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Spelldrinker (Shrouds) (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 40% Wil, 49% Cun, 5% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Curse of Shrouds Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
enhanced stralite dagger of massacre (Shrouds) (34-45 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Nature/Master Power 34.5 - 44.9 Physical Uses 45% Wil, 45% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Str +7 Dex +7 Mag +11 Wil +7 Cun +11 Con Curse of Shrouds Sharp, short and deadly. |
Blighted Maul (Madness) (96-144 power, 22 apr)12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 125% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 57 * Blasts creatures in a radius 1 shockwave around your target for 366.10 to 1098.31 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Curse of Madness Knock away other creatures within radius 4), dealing 1004.81 to 2009.61 physical damage (based on Strength) to each. Uses 50 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Dream Malleus (Misfortune) (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 56.0 - 84.0 Physical Uses 133% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +27 mind On Hit.r1 +8 physical On Hit: * 19% chance to reduce all saves and defense by 61 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% Phys.pwr +30 (+4 eff.) Mind.pwr +15 (+2 eff.) Dmg.mod +19% mind +10% physical Acc +9 (+1 eff.) ----- def ----- Defense +9 (+1 eff.) Disarm- +38% ---------- misc Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 Curse of Misfortune A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
The Black Maul (Nightmares) (70-105 power, 15 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 116% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Acc +20 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Curse of Nightmares Reckless Strike: Level 5.9 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 316% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
enhanced stralite greatmaul (Misfortune) (56-83 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Nature Power 55.5 - 83.2 Physical Uses 107% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Str +13 Dex +13 Mag +13 Wil +12 Cun +12 Con Curse of Misfortune Massive two-handed mauls. |
voratun greatmaul 'Layulelle' (Corpses) (80-121 power, 6 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 80.5 - 120.8 Physical Uses 107% Wil Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +8 physical While equipped: Stats +1 Mag +21 Wil +20 Con dps ---------- Res.pen +14% physical Acc +45 (+6 eff.) Apr +19 ----- def ----- Armour +10 Max.HP +97.00 ---------- misc Infravis +3 Curse of Corpses Massive two-handed mauls. |
Latafayn (Corpses) (68-109 power, 5 apr)3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 112% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Curse of Corpses Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Storm Fury (Corpses)4.0 T5 longbow 2H weapon [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+3 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 257 to 514 lightning damage based on Magic with a chance to inflict Daze. Curse of Corpses This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Thaloren-Tree Longbow (Madness)4.0 T5 longbow 2H weapon [Unique] Nature Acc+ +0.2% crit chance (max 25%) Apr +12 Atk.spd 118% Range +10 While equipped: Stats +10 Dex +20 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% Dmg.mod +30% nature +30% physical Res.pen +20% nature +20% physical Curse of Madness In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Spellblade (Nightmares) (50-70 power, 0 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 50.0 - 70.0 Physical Uses 81% Wil, 20% Mag Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +9% Spell.pwr +25 (+2 eff.) Dmg.mod +30% lightning +30% fire +30% arcane ---------- misc Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Curse of Nightmares Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
The Black Spike (Shrouds) (48-67 power, 20 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 48.0 - 67.2 Physical Uses 89% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. Curse of Shrouds "All the better to pierce the heart of the world." |
enhanced voratun longsword of crippling (Madness) (41-57 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Nature/Master Power 41.0 - 57.4 Physical Uses 89% Wil Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +10 Str +9 Dex +9 Mag +12 Wil +9 Cun +10 Con dps ---------- Phys.crit +10.0% Curse of Madness Sharp, long, and deadly. |
Amethyst of Sanctuary (Madness) (15-16 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+2 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+5 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% Curse of Madness This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Seeds of the Black Tree (Corpses) (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+1 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +10% blight +10% mind +10% darkness Curse of Corpses This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
enhanced drakeskin leather sling of enduring (Madness)4.0 T5 sling 1H weapon [Ego++] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +8 Str +9 Dex +6 Mag +18 Wil +6 Cun +19 Con ----- def ----- Max.HP +28.00 Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
Fuladekhad (Shrouds) (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +19% Crit.mult +16.00% Phys.pwr +10 (+1 eff.) Spell.pwr +23 (+2 eff.) Dmg.mod +30% darkness +15% temporal Acc +10 (+1 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff On Spell Hit: 10% Dust to Dust 4 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (Corpses) (30-36 power, 4 apr, temporal element)5.0 T5 staff 2H weapon [Unique] Unknown Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+4 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal Curse of Corpses A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Telos's Staff (Top Half) (Shrouds) (35-42 power, 0 apr, arcane element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+3 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff Curse of Shrouds The top part of Telos' broken staff. |
dragonbone magestaff 'Alerach' (Shrouds) (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Random Unique] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +12 Con dps ---------- Spell.crit +7% Spell.pwr +65 (+6 eff.) Dmg.mod +30% fire Res.pen +16% blight ----- def ----- Defense +15 (+2 eff.) HP.reg +3.90 Heal.mod +56% ---------- misc Max.mana +40.00 Light +4 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 6 cooldown Level 3.2 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 354.87 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Tempestmalice' (Misfortune) (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Spell.crit +20% Mind.crit +1% Crit.mult +79.00% Spell.pwr +25 (+2 eff.) Mind.pwr +10 (+1 eff.) Melee+ 29 fire Dmg.mod +6% lightning +30% fire +18% blight ----- def ----- Armour +9 Defense +12 (+2 eff.) ---------- misc Max.psi +10.00 See.Invis +20 Wards +3 fire Talents +4 Ward +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff 'Glinthue' (Nightmares) (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +10 Mag +13 Wil +16 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+1 eff.) S.pwr/crit +8 Dmg.mod +25% acid +3% light Melee Ret 10 light On Hit (Melee): * 20% chance to reduce armor by 68% ---------- misc Mana/turn +0.40 Max.mana +132.00 Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Thoughtcaster (Nightmares)4.0 T5 steamgun 1H weapon [Unique] Psionic/Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Dmg.mult 110% Range +10 Proj.spd +600% On Hit: * deal 154.56 mind damage (based on Mindpower) in a radius 1 around the target Uses 2.0 Steam While equipped: dps ---------- Steam.crit +5% Mind.crit +5% Steampwr +15 (+3 eff.) Mind.pwr +15 (+2 eff.) ---------- misc Cooldown Vacuum Shot -2 Blunt Shot -3 On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. Curse of Nightmares From body, mind. From mind, body. |
enhanced voratun steamgun of enduring (Nightmares)4.0 T5 steamgun 1H weapon [Ego++] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +10 Str +8 Dex +12 Mag +20 Wil +8 Cun +22 Con ----- def ----- Max.HP +67.00 Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
enhanced voratun steamgun of tinkering (+8) (Madness)4.0 T5 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +8 Str +8 Dex +8 Mag +6 Wil +12 Cun +8 Con dps ---------- Steampwr +10 (+2 eff.) Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Destala's Scales (Nightmares) (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+1 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Curse of Nightmares Dissolve: Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 58% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
battlemaster's cashmere cloak of conjuring (Misfortune) (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Spell.crit +5% Crit.mult +21.00% Spell.pwr +5 (+0 eff.) Dmg.mod +9% arcane Res.pen +8% arcane ----- def ----- Defense +2 (+0 eff.) Spell.save +9 (+2 eff.) ---------- misc Stam/turn +0.80 Max.mana +46.00 Masteries +0.40 Technique/Combat training 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. |
Worm Nest (Misfortune) (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+1 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Curse of Misfortune Carrion Feet: Level 5.9 Pwr.cost 15 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 46%. You can also activate this talent to instantly destroy more worms, letting you jump in range 10 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Daimasin (Shrouds) (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +10 Str +3 Wil +14 Cun +8 Con dps ---------- Mind.pwr +30 (+4 eff.) Dmg.mod +9% physical Res.pen +15% mind On Hit (Melee): * 22% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Mind.save +9 (+2 eff.) ---------- misc Hate/m.crit +5.53 Max.psi +40.00 Size +1 Curse of Shrouds A pair of boots made of leather. |
Faletontir the Arcwrack (Corpses) (0 def, 5 armour)2.0 T5 feet armor [Rare] Arcane While equipped: Stats +5 Str +10 Mag dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning ----- def ----- Armour +5 Resists +6% lightning Crit.dmg- 15.00% Silence- +35% Confus- +50% Stun/Frz- +36% ---------- misc See.Invis +9 Curse of Corpses A pair of boots made of leather. |
Shoes of Moving Quickly (Misfortune) (10 def, 12 armour)2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+1 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Curse of Misfortune Accurately? Less so. |
Steam Powered Boots (Corpses) (8 def, 15 armour)3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+1 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Curse of Corpses Boots. But with steam power! |
Steam Powered Gauntlets (Corpses) (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 36% Wil, 76% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 100% Curse of Corpses Gauntlets. But with steam power! |
Storm Bringer's Gauntlets (Corpses) (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+1 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 36% Wil, 76% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. Curse of Corpses This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
brawler's drakeskin leather gloves of archery (Misfortune) (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +4 Str +8 Dex +8 Cun dps ---------- Acc +10 (+1 eff.) Apr +10 ----- def ----- Armour +3 Phys.save +9 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 26.0 - 28.6 Physical Uses 36% Wil, 76% Cun Acc+ +0.2% crit chance (max 25%) Acc +16 Apr +12 Crit +10.0% Atk.spd 125% On Hit: 15% Perfect Strike 5 On Hit: 10% Set Up 5 Curse of Misfortune Steady Shot: Puts all charms on 20 cooldown Level 5.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 187% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crown of the Elements (Misfortune) (0 def, 10 armour)2.0 T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.pwr +15 (+1 eff.) Mind.pwr +15 (+2 eff.) Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +25% acid +25% fire +25% cold +25% lightning ----- def ----- Armour +10 Fatigue +5% Resists +25% acid +25% fire +25% cold +25% lightning Curse of Misfortune This jeweled crown shimmers with colors. |
Steam Powered Helm (Misfortune) (3 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+0 eff.) Fatigue +10% Resists +10% all Blind- +50% Curse of Misfortune A Helmet. But with steam power! |
Chromatic Harness (Shrouds) (10 def, 14 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+1 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% fire +20% acid Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 Curse of Shrouds This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Masochism (Madness) (0 def, 0 armour)9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+1 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Curse of Madness Blood Grasp: Level 8.5 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 739.28 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
nimble drakeskin leather armour of the hero (Shrouds) (22 def, 8 armour)9.0 T5 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +6 Str +14 Dex +8 Mag +7 Wil +6 Cun dps ---------- Mov.spd +20% ----- def ----- Armour +8 Defense +22 (+3 eff.) Fatigue +8% Max.HP +58.00 Curse of Shrouds A suit of armour made of leather. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
762 alchemist agate (Nightmares)0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Curse of Nightmares Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Earthgrind the voratun pickaxe (Misfortune) (dig speed 7 turns)3.0 T5 digger tool [Random Unique] Arcane/Master/Psionic While equipped: Stats +17 Str +1 Mag +9 Wil dps ---------- Phys.crit +14.0% Mind.crit +15% Spell.pwr +15 (+1 eff.) S.pwr/crit +8 Dmg.mod +9% blight +14% fire +14% mind +15% nature Apr +14 ----- def ----- Mind.save +14 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Curse of Misfortune Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 7.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +126 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of quickening (Shrouds) (dig speed 25 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Fortune's Eye (Madness)2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+1 eff.) Apr +12 ----- def ----- Defense +12 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Curse of Madness Track: Level 4.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 49 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 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. |
Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
7 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Seartyphoon (Misfortune) (18/18, 36-44 power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 36.5 - 43.8 Physical Uses 113% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Proj.spd +221% Ranged+ +7 light +22 physical Against +9% Undead On Hit.r1 +22 fire While equipped: ---------- misc Reload +4 Curse of Misfortune Shots are used with slings to pummel your foes to death. |
9 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
8 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+1 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Insane (Adventure) difficulty)
Buy an item from an AAA.By Spellpower the Yeek Adventurer level 42
34th Dusk 122nd year of Ascendancy at 19:37 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Spellpower the Yeek Adventurer level 17
9th Mirth 122nd year of Ascendancy at 14:45 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Spellpower the Yeek Adventurer level 35
21st Dusk 122nd year of Ascendancy at 03:47 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Spellpower the Yeek Adventurer level 25
10th Flare 122nd year of Ascendancy at 02:42 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Spellpower the Yeek Adventurer level 28
5th Dusk 122nd year of Ascendancy at 22:42 see stats
Infinite x10 (Insane (Adventure) difficulty)
Got to level 10 of the infinite dungeon.By Spellpower the Yeek Adventurer level 17
9th Mirth 122nd year of Ascendancy at 19:11 see stats
Infinite x20 (Insane (Adventure) difficulty)
Got to level 20 of the infinite dungeon.By Spellpower the Yeek Adventurer level 27
4th Dusk 122nd year of Ascendancy at 14:43 see stats
Infinite x30 (Insane (Adventure) difficulty)
Got to level 30 of the infinite dungeon.By Spellpower the Yeek Adventurer level 34
19th Dusk 122nd year of Ascendancy at 22:34 see stats
Infinite x40 (Insane (Adventure) difficulty)
Got to level 40 of the infinite dungeon.By Spellpower the Yeek Adventurer level 43
35th Dusk 122nd year of Ascendancy at 21:05 see stats
Infinite x50 (Insane (Adventure) difficulty)
Got to level 50 of the infinite dungeon.By Spellpower the Yeek Adventurer level 51
55th Dusk 122nd year of Ascendancy at 06:45 see stats
Infinite x60 (Insane (Adventure) difficulty)
Got to level 60 of the infinite dungeon.By Spellpower the Yeek Adventurer level 59
75th Dusk 122nd year of Ascendancy at 05:44 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Spellpower the Yeek Adventurer level 10
79th Pyre 122nd year of Ascendancy at 21:45 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Spellpower the Yeek Adventurer level 20
3rd Flare 122nd year of Ascendancy at 00:28 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Spellpower the Yeek Adventurer level 30
8th Dusk 122nd year of Ascendancy at 18:46 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Spellpower the Yeek Adventurer level 40
30th Dusk 122nd year of Ascendancy at 10:19 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Spellpower the Yeek Adventurer level 50
50th Dusk 122nd year of Ascendancy at 10:00 see stats
Shasshhiy'Kaish (Insane (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Spellpower the Yeek Adventurer level 29
8th Dusk 122nd year of Ascendancy at 11:01 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Spellpower the Yeek Adventurer level 33
16th Dusk 122nd year of Ascendancy at 04:22 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Spellpower the Yeek Adventurer level 26
2nd Dusk 122nd year of Ascendancy at 11:50 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Spellpower the Yeek Adventurer level 36
22nd Dusk 122nd year of Ascendancy at 19:24 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Spellpower the Yeek Adventurer level 25
10th Flare 122nd year of Ascendancy at 16:06 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Spellpower the Yeek Adventurer level 17
9th Mirth 122nd year of Ascendancy at 18:46 see stats










































































































































































