












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Generous Levels Kobblin Version 1.7.6Original addon by Chaotic_Heretic, I just changed some values and lowered prodigy requirements. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Some changes Infinite Dungeon 1.7.6Some changes for Infinite Dungeon 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.
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:
Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Infinite Mastery 1.7.4Increases the mastery value increase to 0.4, and removes the 1 increase limit. Originally made by jojolagger, I only bumped up addon weight so it can work with my addon collection with online profile on. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 31 / 52% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 933.18640254648 (base 60) |
Dexterity | 957.37280509295 (base 60) |
Constitution | 758.37280509295 (base 60) |
Magic | 307.18640254648 (base 60) |
Willpower | 123.37280509295 (base 60) |
Cunning | 431.37280509295 (base 60) |
Resources
Steam | 150/150 |
Mana | 262/262 |
Psi | 144/153 |
Paradox | 300 |
Life | 1928/1928 |
Positive | 130/130 |
Stamina | 422/422 |
Soul | 38/38 |
Healing Factor | 2.5 |
Regeneration | 146.43148121818 |
Speed
Mental | +75.33262767398% |
Attack | 0% |
Movement | +241.81617305303% |
Spell | +75.33262767398% |
Global | +436.52397400606% |
Vision
Sight | 14 |
Lite | 5 |
Infravision | 17 |
See Stealth | 168.00724439762 |
See Invisible | 208.38004949057 |
ESP Range | 15 |
ESP Kinds | giant/troll |
Offense: Mainhand
Damage | 2922 |
Accuracy | 230 |
Crit Chance | 433% |
APR | 57 |
Speed | 0.57 |
Offense: Spell
Spellpower | 315 |
Crit Chance | 100% |
Speed | 0.57034450077337 |
Offense: Mind
Mindpower | 224 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Blight | +84% |
Arcane | +104% |
Cold | +119% |
All | +69% |
Darkness | +104% |
Light | +130% |
Temporal | +84% |
Physical | +84% |
Mind | +94% |
Fire | +288% |
Lightning | +287% |
Offense: Damage Penetration
Lightning | +120% |
Light | +105% |
Nature | +50% |
Cold | +55% |
Mind | +75% |
Fire | +45% |
All | +45% |
Defense: Base
Armour (hardiness) | 1197.6133255563 (100%) |
Defense | 278 |
Ranged Defense | 304 |
Fatigue | 0 |
Physical Save | 209 |
Spell Save | 161 |
Mental Save | 145 |
Defense: Resistances
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Mind | + 70%( 70%) |
All | +205%( 70%) |
Darkness | + 87%( 87%) |
Light | + 70%( 70%) |
Physical | + 77%( 77%) |
Cold | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 66% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Teleport Resistance | 20% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 66% |
Inscriptions (5/5)
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 1781 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 1783 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 112 damage for 3 turns. |
Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 702% for 10 turns (1569 total) and instantly restoring 35 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 6781.08 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Death | 10.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Chronomancy / Timetravel | 12.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 10.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Shadow magic | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spellbinding | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Psychic Assault | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Storm | 10.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Air | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 20.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 10.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 4.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 10.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Glacial waste | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Animus | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 10.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 10.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Race / Halfling | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Undead / Ghoul | 6.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 10.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Dirges | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Ogre | 10.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Mobility | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 10.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Dwarf | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Necrosis | 20.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 2.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Staff combat | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Skeleton | 10.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Thalore | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Orc | 6.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed aura | 10.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 10.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Shalore | 2.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Higher | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Finer energy manipulations | 10.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Grim Shadow |
talent | Fiery Hands |
talent | Shadow Combat |
talent | Beyond the Flesh |
talent | Empower |
talent | Essence of Speed |
talent | Phantasmal Shield |
talent | Matrix |
talent | Thunderstorm |
talent | Tempest |
talent | Searing Sight |
talent | Shock Hands |
talent | Arcane Feed |
talent | Dirge of Pestilence |
talent | Hiemal Shield |
talent | Mental Tyranny |
talent | Hurricane |
talent | Shadow Feed |
talent | Trained Reactions |
talent | Spikes of Decrepitude |
talent | Energy Decomposition |
talent | Utterly Destroyed |
talent | Reaping |
talent | Daunting Presence |
talent | Augmentation |
talent | Extension |
talent | Aether Permeation |
talent | Defensive Posture |
talent | Gloom |
talent | Forge Shield |
talent | Feather Wind |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 10.2)Penalty : Fractured Sanity: -2% Mind Resistance, -3% Confusion Immunity Power 1+: Unleashed: +31% critical damage, +25% off-hand weapon damage Power 2+: -1 Luck, +19 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 122% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 6.9% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Detects creatures of type giant/troll in radius 15. Overseer of Nations |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 14.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 2%) for 4 turns. Power 1+: Nightwalker: +57 Darkness Resistance, +17% Max Darkness Resistance, +30 See Invisible Power 2+: -1 Luck, +27 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 66% 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 66% for 3 turns. |
detrimental effect | Zone-wide effect: +10% fire damage, -10% fire resistance, -10% armour, -2 sight range. Oil mist |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 12.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 2% when tested. Power 1+: Removed from Reality: +13 Physical Resistance, +7 Maximum Physical Resistance Power 2+: -1 Luck, +23 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 270 mind and 284 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 21 nightmare (summon Terrors and chances to slow, deal 455 Mind damage, and deal 478 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Increases global action speed by 163%. Speed |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 11.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +24% damage against the undead. Power 2+: -1 Luck, +11 Strength, +11 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 9) when you fall below 54% health Power 4+: Reprieve from Death: Humanoids you slay have a 54% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+66% resist all). Shroud of Death |
beneficial effect | The target calls upon its inner resources, improving all damage by 40% and reducing all damage taken by 40%. Wrath of the Highborn |
beneficial effect | The target enters a destructive fury, increasing all damage done by 29%. Orcish Fury |
beneficial effect | Movement speed increased by 50%. Death Rush |
beneficial effect | The target's skin turns to stone, granting 71 armour, 39% armour hardiness, 108 physical save and 108 spell save. Dwarven Resilience |
beneficial effect | The target's luck and cunning combine to grant it 169% higher critical chance and 169 saves. Halflings's Luck |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 11.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+54% chance to avoid traps). Power 2+: -1 Luck, +21 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+22% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 63% if the increase would be enough to kill your opponent. |
Quests
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 10): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 62 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 14): Rush Hour (62)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 15): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 16): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 17): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 18): 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 2): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 245 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 20): Rush Hour (245)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 21): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 22): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 167 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 23): Rush Hour (167)Turns left: -1 | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 24): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 25): Headhunter0 / 2 demon spawn killed. | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 6): Near SightedYou 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 7): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 119 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 8): Rush Hour (119)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
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 | ![]() Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 18.0 - 21.6 Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+0 eff.) Spell crit. chance: +8% Curse of Corpses This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Quiver | ![]() Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 161% Wil, 169% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 22 On weapon hit: * 8% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +8 temporal / +8 darkness Damage (radius 1) on hit: +4 darkness / +4 nature Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
Light source | ![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 lightning Changes stats: +4 Cun Changes resistances penetration: +15% lightning / +10% cold Changes damage: +15% cold Light radius: +6 Curse of Nightmares A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +26 Fatigue: +5% Changes stats: +17 Wil / +17 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +17 (+1 eff.) Spell save: +17 (+2 eff.) Mental save: +17 (+2 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. Curse of Misfortune "For the demon who has everything." |
On feet | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Armour: +15 Fatigue: -6% Changes stats: +5 Cun / +10 Dex Critical mult.: +10.00% Maximum encumbrance: +36 Physical save: +12 (+1 eff.) Stamina each turn: +0.60 Maximum stamina: +19.00 Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 7.0 Power cost: 7 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 221% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 116% Damage when hit (Melee): 2 acid Changes stats: +4 Str Changes resistances: +3% darkness Changes resistances penetration: +5% nature When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +12 Wil / +6 Cun Changes resistances: +15% blight / +9% darkness Changes damage: +15% blight Spell save: +3 (+0 eff.) Mental save: +6 (+0 eff.) Silence immunity: +10% Teleport immunity: +20% Spellpower: +10 (+0 eff.) Mindpower: +9 (+0 eff.) Can be unequipped or rerolled. It can be used to 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 Activation costs 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? |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Spell crit. chance: +5% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Corpses "An innocuous bauble. Until you look through the hole." |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 Curse of Nightmares It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 28 power out of 60/60. The evilness of undeath radiates from this amulet. |
In main hand | ![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 150% Mag, 40% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+0 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). Curse of Shrouds This unique-looking staff is carved with runes of destruction. |
On hands | ![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Life regen: +4.30 Stamina each turn: +0.50 Mana each turn: +0.17 Psi each turn: +0.17 Spellpower: +13 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 137% Wil, 137% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Elemental Bolt (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage (Melee): +12 arcane Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 78 Damage when hit (Melee): 8 mind Changes stats: +5 Dex / +5 Wil / +10 Cun Changes resistances: +9% blight Changes damage: +15% mind Hate when firing a critical mind attack: +2.00 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. |
Main armor | ![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+1 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Nightmares Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Inventory
![]() manasurge rune (regen 806% over 10 turns; mana 40; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (57% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 806% for 10 turns (1801 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 15 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 259 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 5483 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 4343 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Wil Life regen: +1.00 Curse of Misfortune Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +25 (+2 eff.) Changes resistances: +6% blight Changes damage: +3% arcane Poison immunity: +20% Stun/Freeze immunity: +23% Life regen: +1.00 Only die when reaching: -60.00 life Curse of Madness Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Shrouds It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 48.29 cold and 40.58 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 28 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() gold ring 'Ravenwalker' (Corpses) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Changes resistances: +32% darkness Changes damage: +13% darkness / +21% physical Stamina each turn: +3.00 Curse of Corpses Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +20% light Changes damage: +10% light Maximum encumbrance: +20 Curse of Corpses Rings make your fingers look great! |
![]() Daimykan (Nightmares) (32-49 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stats: 330% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 532 damage over 5 turns and reducing armor and accuracy by 67 Damage (radius 2) on crit: +16 acid When wielded/worn: Armour: +4 Changes stats: +4 Wil Changes damage: +9% arcane Maximum stamina: +20.00 Curse of Nightmares Massive two-handed battleaxes. |
![]() Layunor the Phlegmfiend (Madness) (16-24 power, 1 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stats: 330% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 darkness / +8 nature Damage against: +9% Living When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 81 Damage when hit (Melee): 4 nature Critical mult.: +20.00% Psi when hit: +0.16 Mindpower: +10 (+0 eff.) Curse of Madness Massive two-handed battleaxes. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 88% Wil, 50% Mag, 48% Cun Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Curse of Corpses Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() Hista (Shrouds) (40-59 power, 2 apr) Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.2 Uses stats: 330% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +12 (+1 eff.) Defense: +10 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 81 Damage when hit (Melee): 8 mind Changes resistances: +6% temporal Changes resistances penetration: +20% temporal Changes damage: +15% mind Disarm immunity: +39% Curse of Shrouds Massive two-handed mauls. |
![]() fungal yew longbow of enduring (Misfortune) Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +11 Con / +12 Wil Talent mastery: +0.15 Wild-gift / Fungus Maximum life: +24.00 Curse of Misfortune It can be used to regenerate 224 life over 5 turns Activation puts all charms on cooldown for 10 turns. Longbows are used to shoot arrows at your foes. |
![]() yew longbow 'Tundrasmash' (Misfortune) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +20 lightning When wielded/worn: Changes resistances penetration: +25% acid / +11% physical / +8% temporal Changes damage: +15% lightning / +21% temporal / +9% cold / +6% acid / +15% physical Talent cooldown: Arrow Stitching (-1 turn) Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() acidic dwarven-steel mace of phasing (Shrouds) (27-38 power, 9 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stats: 281% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 532 damage over 5 turns and reducing armor and accuracy by 67 Damage Shield penetration (this weapon only): +12% Curse of Shrouds Blunt and deadly. |
![]() dwarven-steel mace of evisceration (Shrouds) (26-37 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stats: 281% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 902 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+0 eff.) Curse of Shrouds Blunt and deadly. |
![]() blooming thorny mindstar (Corpses) (8-9 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Healing mod.: +17% Heals friendly targets nearby when you use a nature summon: +24 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() thorny mindstar of resolve (Madness) (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Talent granted: +1 Attune Mindstar Spell save: +5 (+1 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+1 eff.) Curse of Shrouds It can be used to activate talent Arcane Supremacy (costing 10 power out of 20/20) : Effective talent level: 4.5 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() Staff of Bones (Nightmares) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 40% Wil Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Master of flesh +0.10 Spell / Necrosis +0.10 Spell / Master necromancer +0.10 Spell / Master of bones Talent granted: +1 Command Staff Spellpower: +20 (+1 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). Curse of Nightmares A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Physical save: +5 (+0 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+0 eff.) Spellpower: +6 (+0 eff.) Spell crit. chance: +11% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% physical Talent granted: +1 Command Staff Spellpower: +12 (+0 eff.) Spell crit. chance: +9% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() steady dwarven-steel steamgun of acid (Corpses) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +7 acid Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+0 eff.) Physical crit. chance: +3.0% Changes damage: +12% acid Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Glorelaith the Pitchtorrent (Madness) (21-32 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.0 - 31.5 Uses stats: 281% Wil, 50% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +48 Damage (Melee): +12 cold Damage (radius 1) on hit: +8 arcane Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Damage (Melee): 13 cold Damage when hit (Melee): 10 ice / 4 arcane Changes resistances: +6% darkness Changes damage: +18% darkness Talent granted: +2 Block Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Korezilasin the Ebonymistress (Madness) Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Defense: +25 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 64% Changes stats: +4 Str / +5 Mag / +3 Wil Changes resistances: +9% darkness Spell crit. chance: +4% Curse of Madness A belt that goes around your waist. |
![]() cashmere robe of alchemy (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% acid / +15% physical / +12% fire / +12% cold / +11% all Changes damage: +6% acid / +11% physical / +9% fire / +11% cold Talent cooldown: Refit Golem (-3 turns) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven cashmere robe of alchemy (Corpses) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% acid / +12% physical / +14% fire / +10% cold / +11% all Changes damage: +10% acid / +8% physical / +9% fire / +15% cold Talent cooldown: Refit Golem (-2 turns) Mental save: +17 (+2 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +2% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() shimmering cashmere robe (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +15% arcane Maximum mana: +19.00 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Curse of Misfortune Boots. But with steam power! |
![]() scholar's pair of dwarven-steel boots (Shrouds) (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Spellpower: +4 (+0 eff.) Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+0 eff.) Maximum life: +20.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 137% Wil, 137% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 silence Can't be worn by those with arcane powers. Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 137% Wil, 137% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% Curse of Misfortune Gauntlets. But with steam power! |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 Curse of Corpses A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() hardened leather cap of trickery (Madness) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Dex Curse of Madness A cap made of leather. |
![]() insulating dwarven-steel helm of trickery (Madness) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +4 Cun / +3 Dex Changes resistances: +8% fire / +7% cold Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Mag / +9 Wil Changes resistances: +8% blight Changes damage: +7% blight / +11% arcane Mental save: +7 (+0 eff.) Spell crit. chance: +3% Curse of Shrouds A hat made of leather. Very stylish. |
![]() impenetrable iron mail armour of cold resistance (Shrouds) (2 def, 12 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +17% cold Curse of Shrouds A suit of armour made of mail. |
![]() hardened leather armour of the hero (Nightmares) (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +3 Cun Maximum life: +39.00 Curse of Nightmares A suit of armour made of leather. |
![]() prismatic cured leather armour of acid resistance (Misfortune) (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +17% acid / +14% light / +12% darkness Curse of Misfortune A suit of armour made of leather. |
![]() radiant hardened leather armour of Eyal (Shrouds) (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +18% blight / +13% darkness Life regen: +3.00 Maximum life: +20.00 Light radius: +1 Healing mod.: +12% Curse of Shrouds A suit of armour made of leather. |
![]() dwarven-steel shield of the stars (Misfortune) (0 def, 6 armour, 82 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +3 Cun / +3 Mag Changes resistances: +11% light / +13% darkness Changes damage: +12% light / +12% darkness Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
![]() Breganaritar the Woevortex (Shrouds) (15/15, 33-46 power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 161% Wil, 169% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 15 On weapon hit: * 20% chance to reduce damage dealt by 64% * 50% chance to put 1 talent on cooldown for 13 turns (checks Confusion immunity) Damage (Ranged): +20 cold / +20 darkness Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +8 darkness Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
![]() Tempestwalker (Shrouds) (18/18, 29-41 power, 10 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 29.0 - 40.6 Uses stats: 161% Wil, 169% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Ranged): +16 lightning Damage (radius 1) on hit: +20 arcane Damage (radius 2) on crit: +12 arcane / +20 lightning Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 161% Wil, 90% Mag, 169% Cun Damage type: Temporal darkness Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). Curse of Corpses An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() deadly quiver of yew arrows of accuracy (Shrouds) (19/19, 44-62 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 44.0 - 61.6 Uses stats: 161% Wil, 50% Mag, 169% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +17 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 24 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. Curse of Nightmares It can be used to call light, dispelling darkness and lighting tiles in radius 20.(166 power, based on Willpower) Activation costs 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() psychokinetic pouch of dwarven-steel shots of wind (Nightmares) (25/25, 32-39 power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 40% Wil, 50% Mag, 219% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 25 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 603 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 644 physical damage Travel speed: +200% Damage (Ranged): +8 physical Curse of Nightmares Shots are used with slings to pummel your foes to death. |
![]() evasive steel torque of mindblast (Corpses) [power 175] (7 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Curse of Corpses It can be used to blast the opponent's mind dealing 340 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Gain a 20% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Layatha the yew totem of summon tentacle (Corpses) [power 195] (12 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes damage: +9% arcane Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 490 Base Damage: 204 Armor: 17 All Resist: 10 Activation puts all charms on cooldown for 12 turns. When used: * Reduce fatigue by 25% for 2 turns. * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Roon the Cornac Adventurer level 10
78th Pyre 122nd year of Ascendancy at 01:37 see stats
By Roon the Cornac Adventurer level 30
1st Summertide 122nd year of Ascendancy at 04:36 see stats
By Roon the Cornac Adventurer level 21
7th Mirth 122nd year of Ascendancy at 08:31 see stats
By Roon the Cornac Adventurer level 20
6th Mirth 122nd year of Ascendancy at 18:01 see stats
By Roon the Cornac Adventurer level 26
9th Mirth 122nd year of Ascendancy at 15:54 see stats
By Roon the Cornac Adventurer level 10
76th Pyre 122nd year of Ascendancy at 16:03 see stats
By Roon the Cornac Adventurer level 20
5th Mirth 122nd year of Ascendancy at 20:36 see stats
By Roon the Cornac Adventurer level 30
10th Mirth 122nd year of Ascendancy at 22:57 see stats
By Roon the Cornac Adventurer level 17
3rd Mirth 122nd year of Ascendancy at 12:47 see stats
By Roon the Cornac Adventurer level 14
79th Pyre 122nd year of Ascendancy at 13:39 see stats
By Roon the Cornac Adventurer level 18
3rd Mirth 122nd year of Ascendancy at 12:47 see stats
By Roon the Cornac Adventurer level 8
76th Pyre 122nd year of Ascendancy at 12:34 see stats
By Roon the Cornac Adventurer level 4
75th Pyre 122nd year of Ascendancy at 21:17 see stats
By Roon the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 06:58 see stats
By Roon the Cornac Adventurer level 20
6th Mirth 122nd year of Ascendancy at 14:07 see stats
By Roon the Cornac Adventurer level 14
79th Pyre 122nd year of Ascendancy at 12:54 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (Emyth the black bear)).
Roon uses Synaptic Static.
Roon's mind surges with critical power!
Emyth the black bear is recovering from the damage!
You collect a new ingredient: bear paw (1).
Roon hits Emyth the black bear for (21 flat reduction), 6330 mind (6330 total damage).
Roon killed Emyth the black bear!
Resting starts...
Talent Meteoric Crash is ready to use.
Talent Echoes From The Past is ready to use.
Talent Resilience of the Dwarves is ready to use.
Talent Grace of the Eternals is ready to use.
Roon is no longer inspired.
Talent Orcish Fury is ready to use.
Talent Wrath of the Highborn is ready to use.
Roon uses Wrath of the Highborn.
Roon radiates power.
Roon uses Resilience of the Dwarves.
Roon's skin turns to stone.
Roon casts Grace of the Eternals.
Roon speeds up.
Roon uses Orcish Fury.
Roon enters a state of bloodlust.
Rested for 9 turns (stop reason: hostile spotted to the southeast (rogue)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (rogue)).
The furious lightning storm around Roon calms down and disappears.