











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 33 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by animated mummy wrappings at level 2 on the 17th Dusk 122nd year of Ascendancy at 03:41 0 / 7Killed by Beliyanor the temporal stalker at level 24 on the 49th Haze 122nd year of Ascendancy at 05:10 Killed by Beliyanor the temporal stalker at level 24 on the 49th Haze 122nd year of Ascendancy at 06:15 Killed by armoured skeleton warrior at level 24 on the 49th Haze 122nd year of Ascendancy at 07:38 Killed by Arytira the shadow claw at level 31 on the 37th Regrowth 123rd year of Ascendancy at 23:51 Killed by Fera at level 31 on the 38th Regrowth 123rd year of Ascendancy at 12:26 Killed by shadow at level 33 on the 51st Pyre 123rd year of Ascendancy at 02:14 |
Primary Stats
| Strength | 42 (base 24) |
| Dexterity | 70 (base 50) |
| Constitution | 85 (base 60) |
| Magic | 25 (base 10) |
| Willpower | 31 (base 17) |
| Cunning | 30 (base 10) |
Resources
| Life | -154/1200 |
| Hate | 41/100 |
| Steam | 80/100 |
| Healing Factor | 1.2551560515948 |
| Regeneration | 16.630817683631 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 4 |
| See Invisible | 24 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 56 |
| Crit Chance | 54% |
| APR | 33 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Arcane | +6% |
| Cold | +17% |
| All | 0% |
| Darkness | +6% |
| Light | +21% |
| Physical | +12% |
| Fire | +12% |
| Nature | +9% |
Offense: Damage Penetration
| Physical | +10% |
| Lightning | +5% |
| Temporal | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 77 (100%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 39 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 72%( 72%) |
| Blight | + 61%( 72%) |
| Physical | + 69%( 72%) |
| Cold | + 54%( 72%) |
| All | + 30%( 72%) |
| Lightning | + 72%( 72%) |
| Light | + 49%( 72%) |
| Temporal | + 34%( 72%) |
| Mind | + 55%( 72%) |
| Darkness | + 30%( 72%) |
| Fire | + 70%( 72%) |
| Nature | + 55%( 72%) |
Defense: Immunities
| Stun Resistance | 82% |
| Confusion Resistance | 42% |
| Fear Resistance | 32% |
| Poison Resistance | 11% |
| Silence Resistance | 30% |
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 52% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 495 life over 5 turns. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 56%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse 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 instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Lisoth the large white snake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Islenne (Shrouds) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Str / +4 Dex Changes resistances: +6% lightning / +12% fire / +7% cold Changes resistances penetration: +10% physical Physical save: +12 (+4 eff.) Spell save: +15 (+5 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Maximum life: +60.00 Curse of Shrouds A pair of boots made of leather. |
| Light source | Islata the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +9 Str / +5 Wil / +6 Cun / +8 Con Changes resistances: +11% blight Reduces incoming crit damage: 15.00% Life regen: +9.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dragonskull Helm (Misfortune) (0 def, 20 armour) Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Silence immunity: +30% Curse of Misfortune Traces of a dragon's power still remain in this bleached and cracked skull. |
| On hands | Olyrotir the drakeskin leather gloves (Misfortune) (15 def, 14 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +14 Armour Hardiness: +9% Defense: +15 (+4 eff.) Damage when hit (Melee): 6 physical / 2 temporal Changes stats: +4 Mag / +10 Con Changes resistances: +8% physical Changes resistances penetration: +10% temporal Changes damage: +6% arcane Talent granted: +5 Iron Grip Critical mult.: +9.00% Disarm immunity: +100% Maximum stamina: +20.00 Spell crit. chance: +17% Mental crit. chance: +12% When used to modify unarmed attacks: Power: 141% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +11.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage (Melee): +10 arcane Damage (radius 2) on crit: +7 arcane Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | dwarven-steel pickaxe 'Squalorwasp' (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Changes stats: +2 Str Changes resistances: +21% acid / +8% physical / +12% light / +6% mind Changes damage: +9% nature Mental save: +12 (+4 eff.) Only die when reaching: -80.00 life Mindpower: +15 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper citrine ring (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Wil Changes resistances: +22% acid / +6% temporal / +6% light / +6% blight / +7% nature Changes damage: +11% acid / +3% fire Mental save: +6 (+2 eff.) Poison immunity: +11% Disease immunity: +11% Light radius: +4 Infravision radius: +4 Curse of Shrouds Rings make your fingers look great! |
| On fingers | Gavena the stralite ring (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Damage (Melee): 25 light Damage (Ranged): 17 light Changes stats: +2 Str / +11 Dex / +11 Mag / +2 Wil / +9 Cun / +1 Con Changes damage: +15% light Spell save: +12 (+4 eff.) See invisible: +15 Curse of Corpses Rings make your fingers look great! |
| Around neck | protective copper amulet of the eclipse (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+2 eff.) Damage (Melee): 6 light / 5 darkness Effects when hit in melee: * 6% chance to reduce damage dealt by 25% * 5% chance to blind Changes resistances cap: +2% all Changes damage: +6% light / +6% darkness Physical save: +9 (+3 eff.) Curse of Misfortune Amulets make your neck look great! |
| In main hand | Thunderfall (Madness) (161% power, 26 apr) Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 162% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +26 Crit. chance: +23.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical Curse of Madness It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 60 power out of 13/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
| Around waist | noble's hardened leather belt (Shrouds) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +25% Summoned Curse of Shrouds A belt that goes around your waist. |
| In off hand | stralite shield 'Zeredan' (Nightmares) (0 def, 30 armour, 167% power, 271 block)Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 168% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +271 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Armour: +30 Fatigue: +8% Changes stats: +2 Wil / +6 Con Changes resistances: +14% blight / +3% fire / +14% nature Talent granted: +1 Block Physical save: +13 (+4 eff.) Curse of Nightmares Handheld deflection devices. |
| Cloak | Cracklezeal the cashmere cloak (Madness) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +39% lightning / +9% light / +13% blight / +9% fire / +15% nature Changes resistances penetration: +5% lightning Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +50% Life regen: +4.00 See invisible: +9 Healing mod.: +13% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | elven-silk robe of alchemy (Nightmares) (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Armour Hardiness: +20% Fatigue: +1% Changes resistances: +15% acid / +17% physical / +18% fire / +12% cold / +15% all Changes damage: +21% acid / +12% physical / +9% fire / +17% cold Talent cooldown: Refit Golem (-3 turns) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 123% / cooldown 58%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 123% efficiency and cooldown mod of 58%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 9)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the warrior (heal 136; cd 11)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. 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. |
healing infusion of the warrior (heal 140; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. 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 of the wizard (speed 574%; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 574% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. 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. |
wild infusion (res 18%; magical, physical; dur 2; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (res 23%; mental; dur 2; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. 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. |
biting gale rune (damage 73; dur 4; cd 19)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 72.54 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
biting gale rune (damage 42; dur 4; cd 22)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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 42.12 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
shatter afflictions rune of the sneak (absorb 63; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 63 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. 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. |
teleportation rune of the duelist (range 90; cd 20)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: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 90 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 129; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 129 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic SentryRequires: - 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. |
Brenoruikalthodir (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% physical / +6% fire Spell save: +3 (+1 eff.) Stamina each turn: +0.30 Hate when firing a critical mind attack: +2.00 Curse of Corpses Amulets make your neck look great! |
Cyrewe the Woethorn (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce damage dealt by 25% Damage when hit (Melee): 2 darkness Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +6% darkness Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Life regen: +3.00 Stamina each turn: +0.60 Psi when hit: +0.12 See invisible: +3 Movement speed: +10% Curse of Misfortune Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
serendipitous gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +7 Lck Blindness immunity: +15% Infravision radius: +2 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
steel amulet 'Porerialaith' (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +12 Changes stats: +5 Dex / +4 Wil Changes resistances: +6% acid / +9% temporal / +6% nature Confusion immunity: +20% Life regen: +4.00 Psi when hit: +0.20 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses Amulets make your neck look great! |
steel amulet of the eclipse (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 25% * 7% chance to blind Changes damage: +7% light / +7% darkness Curse of Nightmares Amulets make your neck look great! |
Brandsweeper the steel ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +9 Cun Changes resistances: +28% light / +18% fire Changes damage: +14% light Equilibrium when hit: +0.12 Maximum psi: +40.00 Mental crit. chance: +5% Curse of Nightmares Rings make your fingers look great! |
Chaluzor the copper ring (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +10 (+4 eff.) Changes stats: +3 Dex / +4 Wil Changes resistances: +6% nature / +15% fire Changes resistances penetration: +10% physical Critical mult.: +5.00% Mental save: +8 (+2 eff.) Stamina each turn: +2.00 Curse of Shrouds Rings make your fingers look great! |
Cracklerazor (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 lightning / 10 cold Changes resistances: +28% acid / +6% cold / +21% lightning Changes resistances penetration: +20% lightning Changes damage: +14% acid / +18% cold Curse of Madness Rings make your fingers look great! |
Ganne the Flashwrecker (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 10 fire / 4 temporal Changes resistances: +6% temporal Changes damage: +12% blight Life regen: +7.00 Maximum life: +48.00 Healing mod.: +12% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Rings make your fingers look great! |
Lelorain the steel ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +24% lightning / +9% mind / +12% acid Changes resistances penetration: +25% mind Changes damage: +12% lightning / +15% temporal Curse of Madness Rings make your fingers look great! |
Nightsong (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 Curse of Misfortune It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 3.5 Power cost: 50 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Yvabeth (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +2 Con Changes resistances: +33% acid Changes damage: +12% acid Cut immunity: +10% Disarm immunity: +20% Infravision radius: +3 Curse of Shrouds Rings make your fingers look great! |
copper citrine ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +6.00 Maximum life: +40.00 Light radius: +4 Infravision radius: +4 Healing mod.: +11% Curse of Misfortune Rings make your fingers look great! |
marksman's copper ring of power (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+2 eff.) Changes stats: +3 Dex Spellpower: +6 (+3 eff.) Mindpower: +6 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
rogue's copper ring of corrosion (+22%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% acid Changes damage: +11% acid Curse of Misfortune Rings make your fingers look great! |
steel ring 'Stormhue' (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +12% lightning / +26% darkness / +9% blight Changes resistances penetration: +15% blight / +10% lightning Changes damage: +13% darkness Curse of Nightmares Rings make your fingers look great! |
stralite jade ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+4 eff.) Armour: +4 Changes stats: +8 Str / +8 Con Changes resistances: +4% all Rings make your fingers look great! |
stralite moonstone ring (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 31 Damage (Melee): 24 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 31 Damage (Ranged): 16 physical Changes stats: +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
titan's copper ring of frost (+20%) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +20% cold Changes damage: +10% cold Physical save: +6 (+2 eff.) Curse of Madness Rings make your fingers look great! |
Shantiz the Stormblade (Misfortune) (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Misfortune This surreal dagger crackles with the intensity of a vicious storm. |
thought-forged stralite dagger of evisceration (Misfortune) (137% power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 22% chance to reduce all saves and defense by 31 On weapon crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +19 mind When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+5 eff.) Changes stats: +3 Cun / +4 Wil Curse of Misfortune Sharp, short and deadly. |
truestriking dwarven-steel dagger of corruption (Corpses) (122% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 122% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 3). When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Curse of Corpses Sharp, short and deadly. |
Spellcrusher (Misfortune) (139% power, 4 apr)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+5 eff.) Curse of Misfortune This large steel greatmaul has thick vines wrapped around the handle. |
Eye of the Wyrm (Corpses) (113% power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 113% Range: 1.1x Uses stats: 50% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% fire / 20% cold / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+4 eff.) Changes resistances: +10% acid / +10% physical / +10% cold / +10% fire / +10% lightning Changes damage: +12% lightning / +12% physical / +12% cold / +12% fire / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+4 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Curse of Corpses It can be used to activate talent Corrosive Breath (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 9. Any target caught in the area will take 239.30 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Jetbolt the elven-wood magestaff (Shrouds) (129% power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +9.0% Physical power: +10 (+4 eff.) Damage (Melee): 23 fire Changes stats: +3 Cun / +4 Str Changes resistances penetration: +15% darkness Changes damage: +25% arcane / +18% darkness Talent granted: +1 Command Staff Critical mult.: +24.00% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +25 (+13 eff.) Spell crit. chance: +7% See invisible: +13 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Veloradherin the Aircut (Corpses) (65% power, 0 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 3 Power: 119% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +48 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +10 fire Damage (radius 2) on crit: +16 lightning Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +15 physical When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +4 Wil Changes resistances: +9% lightning / +13% physical Changes resistances penetration: +5% lightning Changes damage: +9% lightning Talent granted: +2 Block Slows Projectiles: +15% Bonus block near projectiles: +37 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! |
Eilinobeth the Coalstrider (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Str / +5 Dex / +4 Wil / +4 Cun Changes resistances penetration: +10% mind / +10% darkness Changes damage: +27% mind / +6% darkness Physical save: +12 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +12 (+4 eff.) Curse of Misfortune A belt that goes around your waist. |
Emelagassra the linen cloak (Shrouds) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Mag / +2 Con Changes resistances: +12% temporal / +11% darkness Changes damage: +6% mind Reduces incoming crit damage: 5.00% Psi when hit: +0.20 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +12% Curse of Shrouds It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (Corpses) (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Curse of Corpses Cunning and malice seem to emanate from this cloak. |
Kosus the woollen robe (Corpses) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +16% fire / +9% all Changes damage: +11% fire Infravision radius: +3 See invisible: +6 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe (Corpses) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +14% darkness / +12% mind / +13% all Physical save: +13 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +25 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
traveler's pair of iron boots of phasing (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +3 Mag / +3 Wil Maximum encumbrance: +23 Physical save: +6 (+2 eff.) Curse of Shrouds It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of hardened leather boots of strife (Shrouds) (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Con / +4 Wil Changes resistances penetration: +7% physical Silence immunity: +29% Confusion immunity: +26% Stun/Freeze immunity: +32% Mindpower: +3 (+1 eff.) Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Arissra the Searhunger (Madness) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 darkness Changes resistances: +5% darkness / +9% fire Changes resistances penetration: +5% temporal Changes damage: +9% fire / +4% darkness / +12% mind When used to modify unarmed attacks: Power: 97% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 1). On weapon hit: * 5% chance to reduce damage dealt by 25% Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Behek the iron gauntlets (Nightmares) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +5 Wil Reduces incoming crit damage: 5.00% See invisible: +3 When used to modify unarmed attacks: Power: 105% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +5 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Cyrylramina the Murkquarry (Corpses) (30 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +30 (+8 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +3% lightning Changes resistances penetration: +10% darkness Blindness immunity: +20% Life regen: +2.00 Stamina each turn: +0.80 Maximum stamina: +13.00 When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flashumbra the hardened leather gloves (Shrouds) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Damage when hit (Melee): 6 acid Changes resistances: +6% lightning Changes resistances penetration: +15% lightning Changes damage: +6% lightning / +21% mind Physical save: +5 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +31% When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Galolakan (Corpses) (0 def, 6 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 10 acid Changes resistances: +7% acid / +3% cold / +9% light Changes damage: +5% acid Cut immunity: +10% Life regen: +4.00 Maximum life: +60.00 When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +7 acid Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lorulathadas the rough leather cap (Corpses) (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +5 Cun / +1 Con Changes resistances: +6% acid / +6% fire / +1% physical Confusion immunity: +10% Stamina when hit: +0.70 Equilibrium when hit: +0.90 Curse of Corpses A cap made of leather. |
Sulfurwoe the cashmere wizard hat (Shrouds) (32 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +32 (+9 eff.) Changes stats: +4 Str Changes resistances: +13% mind / +3% nature Changes damage: +13% mind / +3% physical Stamina each turn: +3.00 Curse of Shrouds A pointy cloth hat, very wizardly... |
hardened leather cap 'Hellbringer' (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% fire / +6% temporal / +6% mind / +5% arcane Changes damage: +6% mind Physical save: +16 (+5 eff.) Curse of Nightmares A cap made of leather. |
hardened leather cap 'Voidbane' (Nightmares) (5 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +4 Wil Changes resistances: +4% all Changes resistances penetration: +10% mind Changes damage: +12% darkness Physical save: +9 (+3 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +3% Curse of Nightmares A cap made of leather. |
mindcaging hardened leather cap of knowledge (Madness) (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Mental save: +21 (+7 eff.) Confusion immunity: +35% Mindpower: +5 (+2 eff.) Curse of Madness A cap made of leather. |
Bindings of Eternal Night (Corpses) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Corpses Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Piercing Gaze (Nightmares) (5 def, 25 armour, 150% power, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. Curse of Nightmares This gigantic shield has a stone eye embedded in it. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
428 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Betelle the Pitchgash (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 darkness Changes stats: +6 Str / +3 Wil Changes resistances: +5% arcane Light radius: +2 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Breezejeer the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +2 Str / +3 Dex / +5 Cun Changes resistances: +5% fire Changes resistances penetration: +15% nature Light radius: +3 See invisible: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Xeruta'Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% darkness / +3% all Spell save: +6 (+2 eff.) Mental save: +9 (+3 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Light radius: +3 Healing mod.: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
void-walker's brass lantern of corpselight Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% blight / +6% temporal / +7% darkness / +6% cold Changes damage: +10% darkness Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Light radius: +1 Infravision radius: +8 See invisible: +10 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 42 blight damage or heals 63 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing pain suppressor salve [power 236] amazing pain suppressor salve [power 236]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -236 life and reduces all damage by 22% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful frost salve [power 14] powerful frost salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (14% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 195] powerful healing salve [power 195]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 195 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
good ablative armourPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Armour: +4 Reduces incoming crit damage: 14.00% Tinkers can be attached to normal items to improve them with steam power! |
good head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Accuracy: +4 (+1 eff.) Light radius: +4 Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Armour Penetration: +16 Crit. chance: +16.0% Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Damage against: +28% Undead / +28% Demon / +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Critical mult.: +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+3 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
well-made poison groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
Beydolin the iron torque of gale force [power 110] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +6 Wil Changes damage: +12% mind Mental save: +3 (+1 eff.) Mental crit. chance: +2% It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 123 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Falumachak [power 53] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +2 Dex / +2 Mag Changes resistances penetration: +25% mind Psi when hit: +0.24 It can be used to setup a psionic shield, reducing all damage taken by 53 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending iron torque of mindblast [power 110] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Dairikalthoharatir the ash totem of stinging [power 176] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 31 Changes resistances penetration: +5% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to sting an enemy dealing 192 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase all damage by 12% for 2 turns. * Increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
Jetjam the yew totem of healing [power 242] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 25% Changes resistances: +5% arcane Changes resistances penetration: +15% arcane It can be used to heal yourself and all friendly characters within 10 spaces for 242 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+5 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Bregodohir the ash wand of lightning storm [power 200] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Armour: +14 Changes stats: +3 Dex Changes resistances: +5% arcane Changes damage: +12% physical Critical mult.: +10.00% Maximum stamina: +10.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered 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 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
inquisitor's mossy mindstar of disruption (Nightmares) (72% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% Range: 1.1x Uses stats: 50% Wil, 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: +12 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Deals 86 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage against: +5% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares 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. |
Achievements
A View From The Gallery (Madness (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Fera the Cornac Cursed level 32
41st Pyre 123rd year of Ascendancy at 11:53 see stats
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Fera the Cornac Cursed level 20
15th Haze 122nd year of Ascendancy at 19:38 see stats
Earth Master (Madness (Adventure) difficulty)
Killed Harkor'Zun.By Fera the Cornac Cursed level 27
70th Haze 122nd year of Ascendancy at 10:20 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Fera the Cornac Cursed level 24
48th Haze 122nd year of Ascendancy at 16:39 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Fera the Cornac Cursed level 10
60th Dusk 122nd year of Ascendancy at 04:15 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Fera the Cornac Cursed level 20
15th Haze 122nd year of Ascendancy at 04:03 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Fera the Cornac Cursed level 30
20th Regrowth 123rd year of Ascendancy at 23:13 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Fera the Cornac Cursed level 32
35th Pyre 123rd year of Ascendancy at 13:16 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Fera the Cornac Cursed level 30
23rd Regrowth 123rd year of Ascendancy at 16:10 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Fera the Cornac Cursed level 10
62nd Dusk 122nd year of Ascendancy at 13:41 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Fera the Cornac Cursed level 5
24th Dusk 122nd year of Ascendancy at 21:49 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Fera the Cornac Cursed level 28
73rd Haze 122nd year of Ascendancy at 07:08 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Fera the Cornac Cursed level 20
15th Haze 122nd year of Ascendancy at 23:20 see stats
Log
Curse of Nightmares hits Shadow for 74 mind, 0 darkness (74 total damage).
Melee retaliation hits Shadow for 0 temporal, 0 physical (0 total damage).
Weirdling Beast's defensive darkness area effect hits Fera for 6 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Shadow for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Shadow for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Weirdling Beast's defensive darkness area effect hits Terror for 0 darkness damage.
Terror is weakened by the glyph of moonlight!
Weirdling Beast's glyph of moonlight hits Terror for 0 darkness damage.
Terror misses Shadow.
Terror misses Shadow.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Your summoned terror disappears.
Shadow casts Shadow Lightning.
Shadow hits Fera for 90 lightning damage.
Fera the level 33 cornac cursed was amped to death by a shadow on level 1 of Yiilkgur, the Sher'Tul Fortress.
The air around Fera grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Something is no longer being stalked by Fera.











































































































































