














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Bloodriver Adherent Class 1.7.6Adds Bloodriver Adherent class, a Mage subclass. Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately. Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast. There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible. There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by: This subclass is a bit tricky to play and on the harder side of difficulty-wise. Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself! If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers. Please enjoy your time as One of The Bloodriver Adherents! Best regards, Shad3. White Monk 1.7.6Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Necromancy fix 1.7.6In this addon, I want to fix obvious and not so obvious shortcomings in the behavior of skills. Rime wraith: When "jumping", wraith incorrectly registered the remaining time of the effect if it made several "jumps" in one turn Aura of Undeath 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:
astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Frost Invoker 1.7.6Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net Pepper Pack 1.7.6Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Infinite Dungeon Improved Campaign 1.7.4Get a challenge on every level, but the rewards are a little smaller to compensate (less stat points). Random artifact challenges eliminated. 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) 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.
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Some changes Infinite Dungeon 1.7.6Some changes for Infinite Dungeon Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Race: Thug 1.7.6Adds Thug as a new Human subrace. Thugs have good Constitution and Willpower. Can stand heavy hit and use humanshield. Stat modifiers: +2 Constitution and +2 Willpower Also big thanks to Shad3 for the help. ---Changelog Bromantic Mod Pack 1.7.6Just a mod pack that i use to train my modding skills. Changes to Archmage, Alchemist, Rogue, Wyrmic, Summoner and Prodigies and some other stuff, all changes can be turned off individually. Credit to Housepet and discord community. PS: Im only publishing so my friend can use it, but feel free to try the changes Amazingly Generous Levels Plus One 1.7.4The base mod, but with an extra +1 stat per lvl and no +1 stat on lvl 2. That's it. I only upload it so the * hash thing doesn't appear. + 5 to MaxHP per level. (Double at level 2) 5 stat points per level. (5 at level 2) Class: Harvester 1.7.6Adds Harvester class as a wilder subclass. Class talents: Generic talents: All icons were made by https://game-icons.net/ . 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) No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 Hoardling Ascendant race 1.7.6Adds the Hoardling Ascendant race. Hoardlings Ascendant are powerful draconic dwarves with very the capacity to become nearly indestructible in long enough infinite games. Made for Dragonfabri. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 | Female |
Race | Bunnymorph |
Class | Adventurer |
Level / Exp | 36 / 94% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 4350.1568683195 (base 60) |
Dexterity | 9422.4986521038 (base 60) |
Constitution | 6914.4986521038 (base 60) |
Magic | 1843.1568683195 (base 60) |
Willpower | 1332.4986521038 (base 60) |
Cunning | 4445.4986521038 (base 60) |
Resources
Mana | 5523/6842 |
Equilibrium | 0 |
Steam | 549/549 |
Life | 64148/48168 |
Positive | 135/135 |
Stamina | 2782/3441 |
Psi | 3421/4213 |
Healing Factor | 2.5 |
Regeneration | 1792.0790359887 |
Speed
Mental | +232.18519968429% |
Attack | 0% |
Movement | +85.000000000001% |
Spell | 0% |
Global | +203.12052849912% |
Vision
Sight | 10 |
Lite | 41 |
Infravision | 9 |
See Stealth | 316.75435324269 |
See Invisible | 342.43792081131 |
Offense: Mainhand
Damage | 13395 |
Accuracy | 1247 |
Crit Chance | 4490% |
APR | 151 |
Speed | 0.30 |
Offense: Offhand
Damage | 2801 |
Accuracy | 1199 |
Crit Chance | 4487% |
APR | 169 |
Speed | 0.30 |
Offense: Spell
Spellpower | 416 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 614 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +2416% |
Physical | +2414% |
Cold | +2421% |
All | +2406% |
Lightning | +3118% |
Light | +2848% |
Temporal | +2415% |
Mind | +2431% |
Fire | +3555% |
Nature | +2415% |
Offense: Damage Penetration
Mind | +123% |
Light | +98% |
Cold | +101% |
Physical | +193% |
Arcane | +98% |
Fire | +118% |
All | +93% |
Defense: Base
Armour (hardiness) | 8106.5247490636 (100%) |
Defense | 835 |
Ranged Defense | 835 |
Fatigue | 0 |
Physical Save | 534 |
Spell Save | 534 |
Mental Save | 534 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Physical | + 78%( 78%) |
Cold | + 70%( 70%) |
All | +519%( 70%) |
Mind | + 70%( 70%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Sound | + 70%( 70%) |
Darkness | + 85%( 85%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Blind Resistance | 30% |
Disarm Resistance | 20% |
Pinning Resistance | 100% |
Silence Resistance | 23% |
Instadeath Resistance | 100% |
Knockback Resistance | 94% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 14851 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 9316 damage for 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 267.6 steam per turn. Can be activated for an instant burst of 1338 steam. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 10 turns blocking several instances of damage of the following types: 4 physical, 6 cold, 4 light, 6 temporal |
Class Talents
Psionic / Solipsism | 2.00 |
| 36 |
| 5 |
| 28 |
| 24 |
Psionic / Thought-Forms | 10.00 |
| 26 |
| 22 |
| 18 |
| 14 |
Cunning / Poisons | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Technique / Combat veteran | 2.00 |
| 33 |
| 29 |
| 25 |
| 21 |
Cunning / Trapping | 2.00 |
| 0 |
| 0 |
| 0 |
| 0 |
Psionic / Psi-fighting | 4.00 |
| 1 |
| 32 |
| 0 |
| 0 |
Steamtech / Gadgets | 2.00 |
| 1 |
| 29 |
| 18 |
| 21 |
Cunning / Stealth | 3.56 |
| 36 |
| 32 |
| 28 |
| 24 |
Steamtech / Psytech gunnery | 10.00 |
| 1000 |
| 0 |
| 0 |
| 0 |
Cunning / Crime | 40.00 |
| 1 |
| 32 |
| 1 |
| 24 |
Spell / Enhancement | 20.00 |
| 1 |
| 32 |
| 28 |
| 24 |
Steamtech / Thoughts of iron | 2.00 |
| 33 |
| 0 |
| 0 |
| 0 |
Steamtech / Avoidance | 2.00 |
| 36 |
| 1 |
| 25 |
| 0 |
Steamtech / Artillery | 2.00 |
| 26 |
| 22 |
| 0 |
| 0 |
Cursed / Gloom | 10.40 |
| 36 |
| 32 |
| 28 |
| 24 |
Psionic / Gestalt | 2.00 |
| 33 |
| 29 |
| 7 |
| 0 |
Generic Talents
Wild-gift / Fungus | 2.00 |
| 33 |
| 29 |
| 25 |
| 0 |
Cunning / Survival | 2.00 |
| 1 |
| 22 |
| 1 |
| 21 |
Wild-gift / Mindstar mastery | 2.00 |
| 36 |
| 0 |
| 0 |
| 0 |
Race / Thug | 10.00 |
| 36 |
| 8 |
| 20 |
| 0 |
Psionic / Mentalism | 2.00 |
| 5 |
| 4 |
| 0 |
| 0 |
Race / Hoardling ascendant | 20.00 |
| 36 |
| 28 |
| 20 |
| 0 |
Technique / Conditioning | 2.00 |
| 33 |
| 29 |
| 25 |
| 0 |
Technique / Mobility | 2.00 |
| 1 |
| 1 |
| 5 |
| 21 |
Technique / Thuggery | 2.00 |
| 1 |
| 32 |
| 28 |
| 24 |
Race / Dwarf | 10.00 |
| 33 |
| 28 |
| 20 |
| 9 |
Cunning / Scoundrel | 2.40 |
| 33 |
| 29 |
| 25 |
| 21 |
Race / Bunnymorph | 2.00 |
| 5 |
| 28 |
| 10 |
| 12 |
Cursed / Cursed aura | 2.00 |
| 36 |
| 32 |
| 0 |
| 0 |
Steamtech / Blacksmith | 2.40 |
| 36 |
| 32 |
| 28 |
| 24 |
Steamtech / Physics | 4.00 |
| 33 |
| 29 |
| 25 |
| 21 |
Steamtech / Engineering | 40.00 |
| 1 |
| 32 |
| 1 |
| 24 |
Psionic / Finer energy manipulations | 40.00 |
| 3 |
| 32 |
| 1 |
| 24 |
Spell / Stone alchemy | 2.00 |
| 1 |
| 9 |
| 0 |
| 0 |
Steamtech / Chemistry | 4.00 |
| 33 |
| 29 |
| 25 |
| 21 |
Race / Kruk bunnymorph | 2.00 |
| 33 |
| 28 |
| 17 |
| 12 |
Technique / Combat training | 2.00 |
| 180 |
| 5 |
| 58 |
| 9 |
| 0 |
| 0 |
Celestial / Dirges | 2.00 |
| 36 |
| 32 |
| 28 |
| 24 |
Celestial / Chants | 2.00 |
| 36 |
| 32 |
| 28 |
| 24 |
Psionic / Dreaming | 4.00 |
| 1 |
| 29 |
| 0 |
| 0 |
Effects
talent | Molten Iron Blood |
talent | Fiery Hands |
talent | Chant of Fortitude |
talent | Range Amplification Device |
talent | Automated Cloak Tessellation |
talent | Shock Hands |
talent | Embedded Restoration Systems |
talent | Mental Tyranny |
talent | Trained Reactions |
talent | Exoskeleton |
talent | Gestalt |
talent | Lucid Dreamer |
talent | Daunting Presence |
talent | Augmentation |
talent | Always Vigilant |
talent | Beyond the Flesh |
talent | Dirge of Famine |
talent | Gloom |
talent | Rocket Pod |
talent | Total Thuggery |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 11.3)Penalty : Fractured Sanity: -2% Mind Resistance, -3% Confusion Immunity Power 1+: Unleashed: +34% critical damage, +27% off-hand weapon damage Power 2+: -1 Luck, +22 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 133% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 6.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
beneficial effect | The target is protected by a prismatic shield blocking many instances of damage. Remaining: 6 temporal, 6 cold, 4 light, 4 physical Prismatic Shield |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+83% global speed). Clarity |
beneficial effect | Increases defense by 514. Mobile Defense |
detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
beneficial effect | Weapons are altered, increasing all damage done by 2406%. Shiny Weapons |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 13.3)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +29% damage against the undead. Power 2+: -1 Luck, +13 Strength, +13 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 11) when you fall below 56% health Power 4+: Reprieve from Death: Humanoids you slay have a 57% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 10.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 1%) for 4 turns. Power 1+: Nightwalker: +41 Darkness Resistance, +15% Max Darkness Resistance, +23 See Invisible Power 2+: -1 Luck, +20 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 47% 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 47% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 13.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 2% when tested. Power 1+: Removed from Reality: +14 Physical Resistance, +8 Maximum Physical Resistance Power 2+: -1 Luck, +26 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 8485 mind and 8401 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 24 nightmare (summon Terrors and chances to slow, deal 15797 Mind damage, and deal 15641 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+47% resist all). Shroud of Death |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+47% resist all). Shroud of Passing |
beneficial effect | The target's skin turns to stone, granting 250 armour, 40% armour hardiness, 653 physical save and 653 spell save. Dwarven Resilience |
beneficial effect | Infinite Dungeon Challenge (Level 31): Multiplicity Challenge |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 14.3)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 (+58% chance to avoid traps). Power 2+: -1 Luck, +28 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+23% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 68% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the lone alchemist to the recall portal on level 27 of Infinite Dungeon. Escort: lone alchemist (level 27 of Infinite Dungeon)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Infinite Dungeon. Escort: lost sun paladin (level 2 of Infinite Dungeon)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 22 of Infinite Dungeon. Escort: lost sun paladin (level 22 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Infinite Dungeon. Escort: lost warrior (level 7 of Infinite Dungeon)As a reward you improved Constitution by +5. | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 10): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 11): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 15): Pacifist | failed |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 16): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 19): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 20): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 21): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 23): Near SightedYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 251 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 24): Rush Hour (251)Turns left: 223 You completed the challenge and received: +2 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 25): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 28): Mirror Match | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 29): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 30): Near SightedYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 31): MultiplicityTurns left: 209 | active |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 5): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 6): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 8): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Exterminate almost 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 | ![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +49 (+1 eff.) Physical save: +49 (+0 eff.) Spell save: +49 (+0 eff.) Mental save: +49 (+2 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Quiver | ![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 50% Mag, 625% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 376 damage Damage (Ranged): +5 light Damage against: +25% Undead Curse of Madness Shots are used with slings to pummel your foes to death. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +28 Defense: +270 (+6 eff.) Changes stats: +104 Str / +104 Cun / +104 Wil Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 368% Wil, 368% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). Curse of Nightmares It can be used to activate talent Mindhook (costing 3 power out of 24/24) : Effective talent level: 11.0 Power cost: 3 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 10 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +104 Cun / +104 Str Changes damage: +9% cold Reduces incoming crit damage: 15.00% Light radius: +6 Curse of Madness A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +42 Fatigue: +4% Changes stats: +139 Mag / +104 Wil / +339 Cun Changes resistances: +10% darkness Changes damage: +10% light Mental save: +505 (+18 eff.) Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 Curse of Corpses A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +21 Damage when hit (Melee): 10 nature Changes stats: +104 Cun / +104 Con Changes resistances: +6% nature Changes resistances penetration: +5% light Changes damage: +3% light Physical save: +540 (+0 eff.) Mental save: +505 (+18 eff.) Silence immunity: +23% Confusion immunity: +33% Stun/Freeze immunity: +37% Spellpower: +7 (+0 eff.) Curse of Nightmares A pair of boots made of leather. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +20 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. Curse of Shrouds This torque feels tingly to the touch, but seems to enhance your thinking. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +139 Str / +139 Mag Changes resistances: +9% acid / +6% cold Reduces incoming crit damage: 15.00% Physical save: +374 (+0 eff.) Spell save: +443 (+0 eff.) Mental save: +339 (+12 eff.) Mindpower: +20 (+1 eff.) Curse of Misfortune Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +173 Str / +235 Mag / +104 Cun / +70 Con Changes resistances penetration: +25% fire Physical save: +305 (+0 eff.) Spell save: +270 (+0 eff.) Mental save: +374 (+13 eff.) Curse of Nightmares Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 arcane Changes stats: +5 Cun / +15 Mag Changes resistances penetration: +5% arcane Mana when firing critical spell: +2.00 Maximum vim: +30.00 Light radius: +1 Curse of Misfortune Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Curse of Nightmares Strange coils encircle this extremely cold gun. |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Defense: +339 (+8 eff.) Damage when hit (Melee): 2 temporal Changes stats: +70 Con Changes resistances: +9% temporal Changes damage: +9% temporal Critical mult.: +7.00% Physical save: +235 (+0 eff.) Mental save: +305 (+11 eff.) Mindpower: +8 (+0 eff.) Slows Projectiles: +25% Curse of Corpses A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 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% On weapon hit: * 10% chance to slow global speed by 188% Damage (radius 1) on hit: +12 nature When wielded/worn: Armour: +9 Damage (Melee): 7 cold Changes stats: +25 Cun Changes resistances: +9% cold Changes resistances penetration: +8% cold Changes damage: +9% nature / +6% cold Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Mental save: +44 (+2 eff.) Life regen: +1.20 Maximum life: +18.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Curse of Misfortune 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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +49 Defense: +408 (+10 eff.) Changes stats: +104 Cun / +104 Dex Changes resistances: +10% sound / +13% cold / +6% lightning Physical save: +235 (+0 eff.) Mental save: +235 (+9 eff.) Stamina each turn: +3.00 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 | ![]() Requires: - Strength 14 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +166 Defense: +208 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 50 physical Changes stats: +70 Mag / +139 Wil / +235 Cun Changes resistances: +6% physical / +10% light / +12% darkness Reduces incoming crit damage: 10.00% Physical save: +339 (+0 eff.) Mental save: +408 (+15 eff.) See invisible: +3 Curse of Corpses A suit of armour made of leather. |
Inventory
![]() cleansing infusion (99 manaburn damage) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to cleanse magic from the target, doing 99.00 manaburn damage, and dispelling a magical effect from the target. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() movement infusion (speed 400%; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 nature gift Description: Activate the infusion to increase movement speed by 400% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() blink rune (range 10; phase 17; cd 10) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune (absorb 196; dur 5; cd 14) 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 196 damage for 5 turns. 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. |
![]() Betatha (Madness) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Changes stats: +3 Con Changes resistances: +12% acid / +10% light / +13% darkness Changes damage: +9% acid / +12% mind Blindness immunity: +30% Maximum stamina: +20.00 Curse of Madness Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Physical power: +10 (+0 eff.) Armour: +2 Defense: +10 (+0 eff.) Physical save: +3 (+0 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +20% Stamina each turn: +1.00 Maximum life: +20.00 Curse of Madness Rings make your fingers look great! |
![]() Mayitha (Shrouds) (46-68 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.2 Uses stats: 1025% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 20% chance to reduce all saves and defense by 145 * 14% chance to reduce strength, dexterity, and constitution by 91 * 25% chance for lightning to strike from the target to a second target dealing 376 damage Damage (Melee): +13 blight / +19 cold Damage (radius 1) on hit: +4 mind When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 145 Changes damage: +24% mind Disease immunity: +29% Curse of Shrouds Massive two-handed battleaxes. |
![]() chilling stralite battleaxe of massacre (Madness) (57-86 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 1025% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +21 cold Curse of Madness Massive two-handed battleaxes. |
![]() truestriking stralite battleaxe of daylight (Shrouds) (44-66 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stats: 1025% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +7 light Damage against: +21% Undead When wielded/worn: Accuracy: +20 (+0 eff.) Armour penetration: +12 Changes resistances penetration: +16% physical Curse of Shrouds Massive two-handed battleaxes. |
![]() warbringer's stralite battleaxe of shearing (Corpses) (42-62 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.5 - 62.2 Uses stats: 1025% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+0 eff.) Armour penetration: +13 Physical power: +12 (+0 eff.) Changes stats: +7 Con Changes resistances penetration: +14% all / +13% physical Disarm immunity: +22% Curse of Corpses Massive two-handed battleaxes. |
![]() Dagger of the Past (Nightmares) (25-32 power, 20 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 40% Wil, 410% Cun, 100% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal This is a bardic weapon. When wielded/worn: Defense: +10 (+0 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+0 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Nightmares Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Kilnbutcher the stralite dagger (Shrouds) (30-39 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 450% Wil, 410% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 103% Damage (Melee): +18 cold / +16 fire Damage (radius 2) on crit: +8 acid This is a bardic weapon. When wielded/worn: Damage when hit (Melee): 6 fire Changes stats: +3 Wil Changes damage: +9% mind / +12% fire Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Curse of Shrouds Sharp, short and deadly. |
![]() Dagerand the Sootbringer (Nightmares) (50-81 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.5 - 80.8 Uses stats: 1025% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 blight Damage (radius 2) on crit: +20 blight When wielded/worn: Accuracy: +13 (+0 eff.) Defense: +12 (+0 eff.) Changes resistances: +15% darkness Changes resistances penetration: +25% darkness Reduces incoming crit damage: 15.00% Disarm immunity: +45% Curse of Nightmares Massive two-handed swords. |
![]() dwarven-steel greatsword (Misfortune) (33-53 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stats: 1025% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Curse of Misfortune Massive two-handed swords. |
![]() quick stralite longsword of daylight (Misfortune) (33-46 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stats: 861% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 light Damage against: +13% Undead When wielded/worn: Accuracy: +9 (+0 eff.) Changes stats: +1 Dex Combat speed: +10% Curse of Misfortune Sharp, long, and deadly. |
![]() Glanor (Shrouds) (47-66 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 47.0 - 65.8 Uses stats: 861% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 145 Changes stats: +4 Cun Changes resistances: +15% mind Changes damage: +6% mind Mental save: +12 (+0 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +30.00 Curse of Shrouds Blunt and deadly. |
![]() stralite mace of shearing (Shrouds) (36-51 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stats: 861% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+0 eff.) Armour penetration: +9 Changes resistances penetration: +5% all Curse of Shrouds Blunt and deadly. |
![]() Yvenne (Corpses) (20-23 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 20.5 - 22.6 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: +32 Crit. chance: +8.5% Attack speed: 100% When wielded/worn: Physical power: +15 (+0 eff.) Armour: +6 Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +29.00% Maximum stamina: +30.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +4% 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. |
![]() pulsing mindstar of flames (Misfortune) (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 fire Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +11% fire Talent granted: +1 Attune Mindstar Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Global speed: +5% Curse of Misfortune 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. |
![]() Gurewen the Furnacetooth (Shrouds) (30-43 power, 6 apr) Requires: - Cunning 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / rapier ; tier 4 Base power: 30.5 - 42.7 Uses stats: 40% Wil, 50% Mag, 388% Cun Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +6 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +20 fire This is a bardic weapon. When wielded/worn: Changes stats: +6 Mag / +5 Wil / +2 Cun Changes resistances: +5% arcane Infravision radius: +3 Curse of Shrouds Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
![]() stralite rapier (Nightmares) (34-48 power, 6 apr) Requires: - Cunning 35 3.00 Encumbrance. Type: weapon / rapier ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 50% Mag, 388% Cun Damage type: Physical Accuracy bonus: +0.5% APR (max 50%) Armour Penetration: +6 Crit. chance: +3.5% Attack speed: 100% This is a bardic weapon. Curse of Nightmares Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
![]() ethereal elven-wood starstaff of warding (Corpses) (25-30 power, 5 apr, temporal element) 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 Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +17 (+1 eff.) Maximum wards: +2 temporal Changes damage: +25% temporal Talents granted: +3 Ward +1 Command Staff Spellpower: +18 (+0 eff.) Spell crit. chance: +4% Damage Shield penetration: +14% Damage Shield Power: +9% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() greater elven-wood starstaff of warding (Madness) (25-30 power, 5 apr, darkness element) 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 Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+0 eff.) Maximum wards: +2 physical / +2 temporal / +2 darkness / +2 light Changes damage: +25% physical / +25% temporal / +25% darkness / +25% light Talents granted: +3 Ward +1 Command Staff Spellpower: +18 (+0 eff.) Spell crit. chance: +4% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() greater yew bonestaff of channeling (Corpses) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% cold / +20% darkness / +20% acid Talent granted: +1 Command Staff Mana each turn: +0.35 Spellpower: +25 (+1 eff.) Spell crit. chance: +3% Curse of Corpses It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() keeper's dragonbone starstaff of the prodigy (Shrouds) (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +16 Mag / +12 Wil / +5 Cun Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +15 (+0 eff.) Spell crit. chance: +5% Casting speed: +13% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() potent elven-wood starstaff of might (Corpses) (30-36 power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower: +14 (+0 eff.) Spell crit. chance: +12% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Cyrovea the voratun steamgun (Nightmares) Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +800% Damage (Ranged): +15 acid / +12 cold Attacks use: 2.0 Steam When wielded/worn: Armour penetration: +4 Ammo reloads per turn: +4 Changes resistances penetration: +16% physical Changes damage: +16% acid / +13% cold Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's stralite steamgun of life draining (Madness) Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +10 draining blight Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+0 eff.) Talent cooldown: Strafe (-2 turns) Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Ulfasus the Flamewasp (Corpses) (31-46 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 31.0 - 46.5 Uses stats: 861% Wil, 50% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +73 Damage (Melee): +12 arcane Damage (radius 1) on hit: +20 fire Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +5 Defense: +8 (+0 eff.) Fatigue: +10% Damage (Melee): 7 acid Damage when hit (Melee): 11 acid Changes resistances penetration: +10% fire Changes damage: +12% blight / +6% fire / +3% arcane Talent granted: +2 Block Mana each turn: +0.16 Vim when firing critical spell: +2.00 Curse of Corpses 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! |
![]() wrathful dwarven-steel steamsaw of fire resistance (+9%) (Madness) (22-32 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 21.5 - 32.2 Uses stats: 861% 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 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 (+0 eff.) Fatigue: +8% On shield block: * Deals 566 light and fire damage to each enemy blocked Changes resistances: +9% light / +27% fire 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! |
![]() Frigidwitch (Misfortune) (38-53 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 38.0 - 53.2 Uses stats: 861% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +16 cold When wielded/worn: Changes stats: +5 Dex / +3 Con Changes resistances: +9% cold Light radius: +3 Infravision radius: +3 Curse of Misfortune One-handed war axes. |
![]() Shimmerbloom (Madness) (42-58 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 41.5 - 58.1 Uses stats: 861% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +10 Physical power: +11 (+0 eff.) Damage when hit (Melee): 4 lightning Changes stats: +3 Cun / +7 Con Changes resistances penetration: +9% all / +9% physical Changes damage: +3% lightning Disarm immunity: +13% Curse of Madness One-handed war axes. |
![]() sonic stralite waraxe of erosion (Misfortune) (34-48 power, 14 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stats: 861% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +15 nature / +11 sound When wielded/worn: Changes resistances: +9% sound Curse of Misfortune One-handed war axes. |
![]() Iselewen the reinforced leather whip (Shrouds) (28-31 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / whip ; tier 4 Base power: 28.0 - 30.8 Uses stats: 40% Wil, 50% Mag, 821% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +7.5% Attack speed: 125% Damage (Melee): +5 cold When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +4 Mag Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +5% Curse of Shrouds Sharp, long and deadly. |
![]() acidic reinforced leather whip of amnesia (Misfortune) (28-31 power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 4 Base power: 28.0 - 30.8 Uses stats: 40% Wil, 50% Mag, 821% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +7.5% Attack speed: 125% On weapon hit: * 50% chance to put 1 talent on cooldown for 32 turns (checks Confusion immunity) On weapon crit: * Splash the target with acid dealing 628 damage over 5 turns and reducing armor and accuracy by 79 Curse of Misfortune Sharp, long and deadly. |
![]() enhanced reinforced leather whip of massacre (Misfortune) (36-40 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 4 Base power: 36.5 - 40.2 Uses stats: 40% Wil, 50% Mag, 821% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +7.5% Attack speed: 125% When wielded/worn: Changes stats: +7 Str / +7 Dex / +6 Mag / +6 Wil / +7 Cun / +6 Con Curse of Misfortune Sharp, long and deadly. |
![]() hardened leather whip of shearing (Corpses) (14-16 power, 4 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 14.5 - 16.0 Uses stats: 40% Wil, 50% Mag, 821% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.5% Attack speed: 125% When wielded/worn: Accuracy: +17 (+0 eff.) Armour penetration: +6 Changes resistances penetration: +6% all Curse of Corpses Sharp, long and deadly. |
![]() Loamschism (Shrouds) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 nature Changes resistances: +15% sound / +15% mind Changes resistances penetration: +10% nature Changes damage: +30% nature / +6% mind Physical save: +9 (+0 eff.) Mental save: +8 (+0 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak of sorcery (Corpses) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +4 Wil Spell crit. chance: +6% 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. |
![]() silk robe of alchemy (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +14% acid / +10% physical / +12% fire / +13% cold / +13% all Changes damage: +16% acid / +11% physical / +12% fire / +14% cold Talent cooldown: Refit Golem (-3 turns) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of alchemy (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +14% acid / +14% physical / +14% fire / +12% cold / +13% all Changes damage: +14% acid / +17% physical / +16% fire / +11% cold Talent cooldown: Refit Golem (-2 turns) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's silk robe of power (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +1 Cun Changes resistances: +13% all Changes damage: +7% darkness / +14% light / +8% all Spellpower: +21 (+1 eff.) Spell crit. chance: +5% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() vocal cashmere robe (Shrouds) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +3 Str / +2 Cun Changes resistances: +11% all Changes damage: +7% darkness / +8% sound Maximum melody: +27.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() grounding pair of dwarven-steel boots of tirelessness (Shrouds) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% lightning / +8% temporal Stamina each turn: +0.60 Maximum stamina: +20.00 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. |
![]() restorative pair of hardened leather boots of phasing (Nightmares) (0 def, 3 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Mag / +2 Wil Life regen: +4.00 Healing mod.: +13% Curse of Nightmares It can be used to blink to a nearby random location (rad 9) Activation puts all charms on cooldown for 5 turns. A pair of boots made of leather. |
![]() scholar's pair of hardened leather boots of rushing (Shrouds) (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Str / +2 Con Spellpower: +6 (+0 eff.) Curse of Shrouds It can be used to activate talent Rush, placing all other charms into a 5 cooldown : Effective talent level: 9.0 Power cost: 5 out of 25/25. Range: 12 Travel Speed: 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. |
![]() Poridarivea the dwarven-steel helm (Shrouds) (0 def, 8 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +8 Fatigue: +4% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 91 * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +3 Str / +3 Con Changes resistances: +9% acid / +3% temporal / +7% cold / +8% fire / +7% lightning Changes damage: +3% blight / +9% temporal Physical save: +10 (+0 eff.) Mental save: +8 (+0 eff.) Infravision radius: +3 Curse of Shrouds It can be used to activate talent Battle Cry, placing all other charms into a 5 cooldown : Effective talent level: 7.0 Power cost: 5 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 9, lowering their Defense by 49 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +12 (+0 eff.) Skullcracker multiplicator: +5 Curse of Corpses A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() Thunderwake (Corpses) (10 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour: +5 Defense: +10 (+0 eff.) Fatigue: +5% Damage when hit (Melee): 10 sound / 6 lightning Changes stats: +4 Cun / +3 Wil Changes resistances: +15% lightning / +6% fire Changes resistances penetration: +15% lightning Changes damage: +5% sound Physical save: +19 (+0 eff.) Disarm immunity: +26% Mindpower: +4 (+0 eff.) Curse of Corpses A cap made of leather. |
![]() enlightening dwarven-steel mail armour of Eyal (Madness) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Changes stats: +6 Cun / +5 Wil Mental save: +13 (+0 eff.) Life regen: +4.00 Maximum life: +27.00 Healing mod.: +15% Curse of Madness A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of command (Nightmares) (9 def, 12 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +9 (+0 eff.) Fatigue: +12% Changes stats: +7 Cun / +3 Wil Mental save: +26 (+1 eff.) Curse of Nightmares A suit of armour made of mail. |
![]() fortifying stralite mail armour of delving (Madness) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Fatigue: +12% Changes stats: +7 Str / +5 Con Changes resistances: +18% darkness / +5% physical Maximum life: +58.00 Light radius: +2 Curse of Madness It can be used to activate talent Track, placing all other charms into a 6 cooldown : Effective talent level: 7.0 Power cost: 6 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 230 for 9 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() searing dwarven-steel mail armour of white noise (Madness) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +12% Damage (Melee): 11 acid / 15 fire Damage when hit (Melee): 11 acid / 11 fire / 7 sound Changes stats: +3 Mag Changes resistances: +20% acid / +15% fire / +11% light / +15% sound Light radius: +1 Curse of Madness A suit of armour made of mail. |
![]() Medical Urgency Vest (Nightmares) (6 def, 7 armour) Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+0 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+0 eff.) Curse of Nightmares This light leather armour features a special medical injector. |
![]() Betorayamira the Sepsisbone (Shrouds) (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +15% acid / +6% nature Changes damage: +18% mind Critical mult.: +20.00% Life regen: +5.00 Maximum life: +29.00 Maximum hate: +8.00 Maximum psi: +20.00 Healing mod.: +18% Curse of Shrouds A suit of armour made of metal plates. |
![]() Flashtyphoon the dwarven-steel plate armour (Corpses) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to reduce all saves and defense by 145 Damage when hit (Melee): 4 fire Changes resistances: +24% sound / +6% temporal / +12% mind / +6% fire Changes resistances penetration: +20% fire Changes damage: +12% fire Curse of Corpses A suit of armour made of metal plates. |
![]() mummy wrappings (Corpses) (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+0 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +9 (+0 eff.) Curse of Corpses Decaying mummy wrappings. |
![]() dwarven-steel shield of quiet (Misfortune) (0 def, 6 armour, 82 block) Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic 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% Damage when hit (Melee): 7 sound / 6 darkness Changes resistances: +13% sound / +10% darkness Talent granted: +1 Block Physical save: +12 (+0 eff.) Curse of Misfortune Handheld deflection devices. |
![]() shocking stralite shield of lightning resistance (+18%) (Misfortune) (0 def, 8 armour, 140.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 7 lightning Damage when hit (Melee): 12 lightning Changes resistances: +18% lightning Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
![]() swashbuckler's stralite shield of crushing (Nightmares) (0 def, 8 armour, 132 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +13 (+0 eff.) Physical crit. chance: +7.0% Physical power: +6 (+0 eff.) Armour: +8 Fatigue: +8% Changes stats: +3 Str / +7 Dex Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
![]() 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 When used as an alchemist bomb: Bomb damage +5% 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 Madness When used in a prism: Prism damage +5% 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 When used as an alchemist bomb: Bomb damage +15% 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 When used as an alchemist bomb: Mana regain 20 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 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used as an alchemist bomb: Additional 30 ice damage 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 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() dwarven-steel pickaxe of quickening (Shrouds) (dig speed 24 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 14 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
This item will automatically be transmogrified when you leave the level. quick elven-wood flute (23-28 power, 6 apr, sound damage)quick elven-wood flute (23-28 power, 6 apr, sound damage) Requires: - Dexterity 24 - Cunning 35 Crafted by a master 1.00 Encumbrance. Type: instrument / flute ; tier 4 Base power: 23.0 - 27.6 Uses stats: 40% Wil, 50% Mag, 306% Cun Damage type: Sound Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Accuracy: +8 (+0 eff.) Changes stats: +1 Dex Changes resistances: +14% sound Mental save: +7 (+0 eff.) Mindpower: +7 (+0 eff.) Combat speed: +10% Blunt, short and deadly. Doubles as a woodwind instrument. |
![]() 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 When used as an alchemist bomb: Additional 50 poison damage 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 When used as an alchemist bomb: Slows by 17% 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: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+0 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. elemental elven-wood lyre (22-29 power, 6 apr, sound damage)elemental elven-wood lyre (22-29 power, 6 apr, sound damage) Requires: - Cunning 35 Powered by arcane forces 2.00 Encumbrance. Type: instrument / harp ; tier 4 Base power: 22.0 - 28.6 Uses stats: 40% Wil, 50% Mag, 198% Cun Damage type: Sound Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 376 lightning damage (1/turn) This instrument will act as a bashing device. When wielded/worn: Changes resistances penetration: +5% lightning Changes damage: +13% lightning Talent granted: +4 Pluck Strings Mental save: +6 (+0 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +6% A small string instrument, packs quite a punch. |
This item will automatically be transmogrified when you leave the level. titan's elven-wood harp of bashing (18 melee - 18 ranged sound damage)titan's elven-wood harp of bashing (18 melee - 18 ranged sound damage) Requires: - Cunning 35 Infused by nature Crafted by a master 2.00 Encumbrance. Type: instrument / harp ; tier 4 Base power: 6.0 - 7.2 Uses stats: 40% Wil, 50% Mag, 100% Cun Damage type: Sound Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% This instrument will act as a bashing device. When wielded/worn: Accuracy: +9 (+0 eff.) Armour penetration: +11 Damage (Melee): 18 sound Damage (Ranged): 18 sound Changes stats: +8 Con Talent granted: +4 Pluck Strings Physical save: +16 (+0 eff.) Mental save: +6 (+0 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +6% A small string instrument. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Talent mastery: +0.30 Spell / Winter Light radius: +2 Infravision radius: +7 Curse of Corpses It can be used to cleanse your mind of up to 10 (based on Magic) detrimental mental effects Activation costs 7 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+0 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune It can be used to activate talent Sleep (costing 4 power out of 25/25) : Effective talent level: 18.0 Power cost: 4 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 3 to sleep for 6 turns, rendering them unable to act. Every 334 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. 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 arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 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 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% When used as an alchemist bomb: Life regen 5% of max life 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 When used as an alchemist bomb: Bomb damage +20% 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. |
![]() Issodomnir the Brightdredge (Misfortune) (23/23, 44-53 power, 5 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 44.5 - 53.4 Uses stats: 40% Wil, 50% Mag, 625% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 23 On weapon hit: * 20 arcane resource burn Damage (Ranged): +13 fire Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +8 fire / +20 mind / +20 light Curse of Misfortune Shots are used with slings to pummel your foes to death. |
![]() Noonspire (Madness) (14/14, 32-38 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 50% Mag, 625% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 14 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +5 cold / +8 light Damage (radius 1) on hit: +20 light / +8 mind Damage (radius 2) on crit: +12 light Curse of Madness Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of dwarven-steel shots of grasping (Misfortune) (20/20, 35-42 power, 3 apr) Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 40% Wil, 50% Mag, 625% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 1104 nature damage and pinning them for 3 turns Damage (Ranged): +16 darkness Damage against: +7% Living Curse of Misfortune Shots are used with slings to pummel your foes to death. |
![]() elven-wood totem of summon tentacle (Corpses) [power 265] (5 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 Curse of Corpses It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 530 Base Damage: 301 Armor: 17 All Resist: 16 Activation puts all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 6 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. |
![]() 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns 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: 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bruve the Bunnymorph Adventurer level 11
10th Mirth 122nd year of Ascendancy at 19:48 see stats
By Bruve the Bunnymorph Adventurer level 8
6th Mirth 122nd year of Ascendancy at 06:31 see stats
By Bruve the Bunnymorph Adventurer level 30
15th Dusk 122nd year of Ascendancy at 00:41 see stats
By Bruve the Bunnymorph Adventurer level 21
6th Dusk 122nd year of Ascendancy at 16:40 see stats
By Bruve the Bunnymorph Adventurer level 18
10th Flare 122nd year of Ascendancy at 05:42 see stats
By Bruve the Bunnymorph Adventurer level 28
13rd Dusk 122nd year of Ascendancy at 01:19 see stats
By Bruve the Bunnymorph Adventurer level 35
20th Dusk 122nd year of Ascendancy at 09:33 see stats
By Bruve the Bunnymorph Adventurer level 10
6th Mirth 122nd year of Ascendancy at 12:54 see stats
By Bruve the Bunnymorph Adventurer level 20
2nd Dusk 122nd year of Ascendancy at 20:39 see stats
By Bruve the Bunnymorph Adventurer level 30
14th Dusk 122nd year of Ascendancy at 15:02 see stats
By Bruve the Bunnymorph Adventurer level 14
2nd Flare 122nd year of Ascendancy at 09:30 see stats
By Bruve the Bunnymorph Adventurer level 14
2nd Flare 122nd year of Ascendancy at 06:51 see stats
By Bruve the Bunnymorph Adventurer level 11
10th Mirth 122nd year of Ascendancy at 20:06 see stats
By Bruve the Bunnymorph Adventurer level 14
2nd Flare 122nd year of Ascendancy at 06:51 see stats
By Bruve the Bunnymorph Adventurer level 18
10th Flare 122nd year of Ascendancy at 05:42 see stats
By Bruve the Bunnymorph Adventurer level 10
9th Mirth 122nd year of Ascendancy at 01:47 see stats
Log
Bruve uses Orcish Bunny Fury.
Orc soldier is no longer weakened.
Orc soldier roars with rage shaking off 1 mental debuffs!
You collect a new ingredient: orc heart (1).
You unleash a confusing blast of mental energy!
Bruve hits Orc soldier for 479045 mind damage.
Xaue the dúathedlen is no longer a burning meteor.
Bruve killed Orc soldier!
Bruve uses Orcish Bunny Fury.
Ancient dragon turtle's morale has been lowered.
Bruve no longer feels strong.
Bruve calms down.
Ancient dragon turtle is weakened by the gloom.
Bruve uses Orcish Bunny Fury.
Bruve's Rocket Pod hits Ancient dragon turtle for 139325045 mind damage.
Bruve uses Orcish Bunny Fury.
Bruve's Rocket Pod killed Ancient dragon turtle!
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (golem (servant of Basto the dúathedlen))).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (golem (servant of Basto the dúathedlen))).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the southeast (golem (servant of Basto the dúathedlen))).
A psionic shield forms around Bruve.
Bruve deactivates her cloak's restoration systems.