Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
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:
Ring Soul 1.7.2An Ring in bag when birth, there is a soul in the ring, you can talk with the soul This is a Chinese mod, will add english translation recently welcome any suggestions The main idea and code is from https://tieba.baidu.com/p/4420255944?red_tag=1967259920 Thanks to QAZ823005978 v1.8 v1.4.2 Done v1.3.2 v1.3 v1.2 v1.1及 之前 TODO LIST Items Vault 1.7.6Donators/Buyers bonus! Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution - Gain access to Energies, Radiance, and Sun talent groups - Celestial/Light, Suncloak talents become instant (Even though they do not display that way.) Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration. - Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.) Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists. - Brutalize now hits around the user, and inflicts stun and confusion. - Increase damage of Darkside and Dark Sun talents. - Devourer Stance is now instant. - Splatter Sigils also restores hate. THANK YOU: This is a fork of Aeternis' original mod! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Class: Hunted 1.7.4A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack. First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help! --- Class Talents --- Cursed / Prowl (WIL) Cursed / Gore (WIL, Locked) Cursed / Endless hunt --- Generic Talents --- Technique / Combat training Gloom Blade undead race 1.7.4Adds a new undead race: Weight: 134953 CreditsWip- And all the other wonderful people on the Tome4 Discord! As in vanilla, all talent icons are from http://game-icons.net/ and licensed under CC-BY 3.0. Class icons are from https://opengameart.org/content/painterly-spell-icons-part-4 and https://opengameart.org/content/11-planet-sci-fi-set . Sounds: Changelog1.0.0 - Release Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Demons |
Mode | Insane Adventure |
Sex | Male |
Race | Freek |
Class | Hunted |
Level / Exp | 50 / 1321% |
Size | small |
Lifes / Deaths | Killed by Eladanor the squid at level 23 on the 90th Vengeance 123rd year of Ascendancy at 23:56 0 / 7Killed by ravenous horror at level 25 on the 93rd Vengeance 123rd year of Ascendancy at 07:08 Killed by Orma the human at level 28 on the 97th Vengeance 123rd year of Ascendancy at 02:51 Killed by Emulaith the caravan guard at level 29 on the 108th Vengeance 123rd year of Ascendancy at 13:10 Killed by Urkis, the High Tempest at level 38 on the 128th Vengeance 123rd year of Ascendancy at 13:14 Killed by scintillating elven tempest at level 40 on the 136th Vengeance 123rd year of Ascendancy at 05:30 Killed by rimebark at level 50 on the 146th Vengeance 123rd year of Ascendancy at 21:20 |
Primary Stats
Strength | 96 (base 60) |
Dexterity | 69 (base 49) |
Constitution | 75 (base 37) |
Magic | 41 (base 10) |
Willpower | 106 (base 56) |
Cunning | 67 (base 20) |
Resources
Life | 1482/1482 |
Hate | 47/113 |
Equilibrium | 60 |
Steam | 100/100 |
Healing Factor | 1.1366480919593 |
Regeneration | 22.109170060399 |
Speed
Mental | 0% |
Attack | +6.15384615385% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -986.88230854638 |
Infravision | 7 |
See Stealth | 17 |
See Invisible | 27 |
Stealth | 55.599014475733 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 180 |
Accuracy | 63 |
Crit Chance | 68% |
APR | 20 |
Speed | 0.80 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 82 |
Crit Chance | 38% |
Speed | 0.94202898550721 |
Offense: Damage Bonus
Physical | +81% |
Lightning | +81% |
Cold | +81% |
Temporal | +81% |
Blight | +87% |
Arcane | +81% |
Fire | +91% |
All | +44% |
Offense: Damage Penetration
Arcane | +25% |
Physical | +15% |
Darkness | +25% |
Defense: Base
Armour (hardiness) | 32 (52.978887444459%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 49 |
Mental Save | 55 |
Defense: Resistances
Blight | + 59%( 70%) |
Physical | + 61%( 71%) |
Mind | + 53%( 70%) |
All | + 56%( 70%) |
Darkness | + 70%( 79%) |
Light | + 61%( 70%) |
Temporal | + 59%( 70%) |
Fire | + 62%( 70%) |
Lightning | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 68% |
Confusion Resistance | 15% |
Fear Resistance | 18% |
Blind Resistance | 88% |
Disarm Resistance | 51% |
Pinning Resistance | 38% |
Silence Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 791 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 889% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 730% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Predator | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Cursed / Endless hunt | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Primal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Gore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Prowl | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Combat training | 1.60 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Werebeast | 1.00 |
| 5/5 |
| 2/5 |
| 4/5 |
| 2/5 |
Race / Freek | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Claws of the Beast |
talent | Prowl |
talent | Stalk |
talent | Fight or Flight |
talent | Repel |
talent | Shadow of the Pack |
talent | Beastly Form |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -7% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +11% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +8% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% 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 4.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% 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 15% for 3 turns. |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 8.2 and equilibrium reduction by 1.0. Nocturnal |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 44%. Strength and Willpower are increased by 8. Poisons and diseases have a 16% chance of being neutralized each turn. Cursed Form |
detrimental effect | Zone-wide effect: The flames of the Fearscape increase all fire and blight damage by 10%, but the weird gravity reduces knockback resistance by 20%. Fearscape Zone |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 2.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +3 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 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 76 mind and 76 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 133 Mind damage, and deal 133 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)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 (+34% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! * The Thaloren are defeated and the beachhead is safe. | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * The unbound crystal beings have laid waste to Elvala. It will be easy to round up the survivors. * The Thaloren counterattack has been defeated, and the incineration of their forests is proceeding according to schedule. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesSeek out the wounded ancient Kryl-Feijan in his isolated crypt. Seek out the ancient explorer Shassy'Kaish among her cultists in the Daikara mountains. - Head into the mountains beyond her sanctum and resolve the situation with the missing cultists. Seek out the ancient necromancer Walrog along the ocean shore. | active |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | active |
Equipment
On feet | Samulen the pair of rough leather boots (Madness) (0 def, 1 armour) Samulen the pair of rough leather boots (Madness) (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Mind.crit +3% Mind.pwr +20 (+4 eff.) ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Max.hate +2.00 Light +1 Curse of Madness A pair of boots made of leather. |
On hands | Elynor the Demonstriker (Madness) (0 def, 3 armour) Elynor the Demonstriker (Madness) (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +6 Mag dps ---------- Phys.crit +17.0% Spell.crit +16% Mind.crit +20% Crit.mult +13.00% Dmg.mod +15% blight Res.pen +25% darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Armour +3 Resists +6% blight +10% light +9% darkness HP.reg +11.00 ---------- misc Stam/turn +1.90 Max.stam +30.00 Infravis +1 Unarmed combat: Power 36.0 - 39.6 Physical Uses 80% Wil, 80% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +19.0% Atk.spd 125% On Crit.r2 +45 light +43 darkness On Hit: 10% Nightmare 5 On Crit: 20% Cripple 5 Curse of Madness Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 82.37 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | Steam Powered Helm (Nightmares) (3 def, 12 armour) Steam Powered Helm (Nightmares) (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +10 Cun +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Mind.save +15 (+5 eff.) Blind- +50% Curse of Nightmares A Helmet. But with steam power! |
Tool | Bezilakhad (dig speed 11 turns) Bezilakhad (dig speed 11 turns)3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Crit.mult +40.78% Phys.pwr +41 (+8 eff.) Res.pen +15% physical Apr +8 ----- def ----- Armour +16 Die.at -60.00 life ---------- misc Stam/turn +3.12 Max.stam +31.18 Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Singelady (Shrouds) Singelady (Shrouds)0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil +3 Cun +9 Con dps ---------- Melee+ 20 physical Ranged+ 20 physical Melee Ret 4 fire On Hit (Melee): * 16% chance to reduce all saves and defense by 43 On Hit (Ranged): * 16% chance to reduce all saves and defense by 43 ----- def ----- Resists +12% fire Crit.chn- 15.00% ---------- misc Hate/m.crit +1.00 Max.hate +11.00 Infravis +3 Curse of Shrouds Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
On fingers | gold ring 'Ce'Nuwe' (Misfortune) gold ring 'Ce'Nuwe' (Misfortune)0.1 T3 ring jewelry [Rare] Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +18% blight Melee Ret 4 blight ----- def ----- Max.HP +29.00 Disarm- +31% Pinning- +38% Knockbk- +22% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.12 Max.vim +30.00 Curse of Misfortune Rings make your fingers look great! |
Around neck | warrior's gold amulet of mastery (0.20 Cursed / Cursed aura) warrior's gold amulet of mastery (0.20 Cursed / Cursed aura)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.70 Masteries +0.20 Cursed/Cursed aura Amulets make your neck look great! |
Main armor | Galen's Flowing Robe (Misfortune) (0 def, 0 armour) Galen's Flowing Robe (Misfortune) (0 def, 0 armour) 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +10 Str +10 Dex +17 Mag +17 Wil +17 Cun +10 Con dps ---------- Spell.crit +12% Spell.pwr +35 (+12 eff.) Dmg.mod +37% lightning +37% temporal +37% cold +37% fire +37% arcane +37% physical ----- def ----- Resists +15% all ---------- misc Mana/turn +2.00 Max.mana +77.00 Masteries +0.10 Spell/Occult technomancy +0.10 Spell/Galvanic technomancy +0.10 Spell/Terrene technomancy 20% chance when casting a technomancy spell (or 10% chance when casting a normal spell) to power-up the internal defense circuits of the robe. The circuit will do one of: if more than one foe is in melee range: teleport away all foes if below 50% life: increase all resistances by 20% for 5 turns if below 20 steam: supercharge the arcane dynamo to produce 4 more steam per 10 mana spent for 5 turns otherwise: reset the cooldown of the spell with the highest remaining cooldown Curse of Misfortune This robe was worn by the Technomancer Galen, infused with technomancy enchantments it is said to react to techno-spells! |
Light source | Tulagotir Tulagotir1.0 T3 lite [Rare] Master While equipped: Stats +2 Mag +9 Wil dps ---------- Phys.crit +4.0% Phys.pwr +15 (+3 eff.) Res.pen +25% arcane Acc +10 (+3 eff.) ----- def ----- Blind- +38% Disease- +20% Disarm- +20% Confus- +22% ---------- misc Mana/turn +0.12 Light +9 See.Stealth +17 See.Invis +17 Track: Puts all charms on 40 cooldown Level 5.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Cloak | Armagobers the elven-silk cloak (Corpses) (3 def, 0 armour) Armagobers the elven-silk cloak (Corpses) (3 def, 0 armour) 2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +5 Dex +2 Mag +2 Cun +6 Con dps ---------- Melee Ret 8 acid ----- def ----- Defense +3 (+1 eff.) Resists +30% lightning Crit.chn- 15.00% Spell.save +39 (+13 eff.) Mind.save +22 (+7 eff.) Stun/Frz- +50% ---------- misc Stam/turn +1.20 Masteries +0.30 Technique/Combat training 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. |
Around waist | Emegassra the Coalmaster (Corpses) Emegassra the Coalmaster (Corpses)1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Crit.mult +20.00% Mind.pwr +25 (+5 eff.) ----- def ----- Resists +6% darkness Mind.save +11 (+4 eff.) Max.HP +54.00 Curse of Corpses A belt that goes around your waist. |
Inventory
movement infusion of the wizard (speed 654%; cd 8) movement infusion of the wizard (speed 654%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 654% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; physical, darkness, light, nature, temporal) Prismatic Rune (6 turns; physical, darkness, light, nature, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 darkness, 4 light, 4 nature, 4 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 96; cd 12) shatter afflictions rune of the duelist (absorb 96; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed 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 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler 2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell 2 schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Fireproof Coating 5 schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder 4 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Frost Salve 3 schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fungal Web 3 schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap 3 schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve 4 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Pain Suppressor Salve 2 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power Distributor0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Edge schematic: Shocking Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Silver Filigree 3 schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamsaw 4 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector 2 schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve 3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating 2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Emoriath Emoriath0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +20 (+4 eff.) ----- def ----- Resists +18% light +19% darkness Mind.save +9 (+3 eff.) Blind- +26% ---------- misc Psi/ret +0.20 Max.hate +10.00 Amulets make your neck look great! |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
gold amulet 'Relgenarikhad' gold amulet 'Relgenarikhad'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con ----- def ----- Resists +6% light +5% arcane Phys.save +12 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +21 (+7 eff.) Heal.mod +5% ---------- misc Masteries +0.20 Cursed/Fears +0.20 Steamtech/Chemistry Amulets make your neck look great! |
vitalizing stralite amulet of perfection (0.34 Wild-gift / Call of the wild,0.34 Cursed / Cursed form) vitalizing stralite amulet of perfection (0.34 Wild-gift / Call of the wild,0.34 Cursed / Cursed form)0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +17 (+6 eff.) Max.HP +40.00 HP.reg +9.00 ---------- misc Masteries +0.34 Wild-gift/Call of the wild +0.34 Cursed/Cursed form Amulets make your neck look great! |
Cyrytha the Loamfear (Madness) Cyrytha the Loamfear (Madness)0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% nature ----- def ----- Resists +15% nature +6% mind Max.HP +22.00 Disarm- +21% Pinning- +22% Knockbk- +22% Curse of Madness Rings make your fingers look great! |
Daimydas the copper ring (Corpses) Daimydas the copper ring (Corpses)0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Res.pen +5% mind ----- def ----- Armour +8 Defense +10 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
Inertial Twine (Misfortune) Inertial Twine (Misfortune)0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% Curse of Misfortune This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
painweaver's voratun ring of misery (Nightmares) painweaver's voratun ring of misery (Nightmares)0.1 T5 ring jewelry [Ego++] Master/Psionic While equipped: Stats +8 Cun dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +14 (+5 eff.) Mind.pwr +13 (+3 eff.) Melee+ 20 physical Ranged+ 15 physical Dmg.mod +6% all On Hit (Melee): * 14% chance to reduce all saves and defense by 43 On Hit (Ranged): * 18% chance to reduce all saves and defense by 43 ---------- misc Hate/m.crit +1.00 Max.hate +9.00 Curse of Nightmares Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
pixie's gold ring of misery (Madness) pixie's gold ring of misery (Madness)0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +6 Cun +4 Mag dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 7 physical Ranged+ 12 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 43 On Hit (Ranged): * 13% chance to reduce all saves and defense by 43 ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Curse of Madness Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
solipsist's gold ring of misery (Nightmares) solipsist's gold ring of misery (Nightmares)0.1 T3 ring jewelry [Ego++] Psionic While equipped: Stats +10 Cun +6 Wil dps ---------- Mind.pwr +11 (+2 eff.) Melee+ 14 physical Ranged+ 19 physical On Hit (Melee): * 15% chance to reduce all saves and defense by 43 On Hit (Ranged): * 13% chance to reduce all saves and defense by 43 ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Curse of Nightmares Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Amethyst of Sanctuary (Nightmares) (66 - 73 damage, 26 apr, mind damage) Amethyst of Sanctuary (Nightmares) (66 - 73 damage, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 90% Wil, 30% Cun Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+8 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% Curse of Nightmares This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
magewarrior's short ash vilestaff of warding (Madness) (54 - 65 damage, 3 apr, darkness element) magewarrior's short ash vilestaff of warding (Madness) (54 - 65 damage, 3 apr, darkness element)5.0 T2 staff 1H weapon [Ego+] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +7 (+1 eff.) Spell.pwr +13 (+4 eff.) Dmg.mod +15% darkness Acc +9 (+2 eff.) ----- def ----- Armour +4 Defense +4 (+1 eff.) ---------- misc Wards +2 darkness Talents +2 Ward +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of breaching (Shrouds) (59 - 71 damage, 4 apr, cold element) magewarrior's short yew magestaff of breaching (Shrouds) (59 - 71 damage, 4 apr, cold element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +8 (+2 eff.) Spell.pwr +16 (+5 eff.) Dmg.mod +20% cold Res.pen +10% cold Acc +8 (+2 eff.) ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Elassra the Searjeer (Shrouds) Elassra the Searjeer (Shrouds)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +9% mind Res.pen +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Resists +3% fire Phys.save +6 (+2 eff.) Curse of Shrouds A belt that goes around your waist. |
Runezilastir the rough leather belt (Shrouds) Runezilastir the rough leather belt (Shrouds)1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil ----- def ----- Defense +9 (+3 eff.) Spell.save +3 (+1 eff.) Stealth +6 ---------- misc Mana/turn +0.04 Light +2 See.Invis +6 Curse of Shrouds A belt that goes around your waist. |
rough leather belt 'Hazeraze' (Madness) rough leather belt 'Hazeraze' (Madness)1.0 T1 belt armor [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% cold Res.pen +20% cold Melee Ret 2 mind ----- def ----- Resists +6% light +6% darkness ---------- misc Max.hate +4.00 Curse of Madness A belt that goes around your waist. |
rough leather belt of unlife (Madness) rough leather belt of unlife (Madness)1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness A belt that goes around your waist. |
Searwyrd (Corpses) (1 def, 0 armour) Searwyrd (Corpses) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- S.pwr/crit +4 Dmg.mod +3% arcane ----- def ----- Defense +1 (+0 eff.) Max.HP +32.00 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. |
Zanegar (Corpses) (7 def, 4 armour) Zanegar (Corpses) (7 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +4 Defense +7 (+2 eff.) Mind.save +3 (+1 eff.) Max.HP +80.00 Pinning- +20% Teleport- +20% 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. |
battlemaster's elven-silk cloak of sorcery (Shrouds) (3 def, 0 armour) battlemaster's elven-silk cloak of sorcery (Shrouds) (3 def, 0 armour)2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Str +4 Dex +4 Mag +3 Wil +6 Con dps ---------- Spell.crit +6% ----- def ----- Defense +3 (+1 eff.) Spell.save +9 (+3 eff.) ---------- misc Stam/turn +0.70 Masteries +0.30 Technique/Combat training 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. |
Voryvea the woollen robe (Corpses) (20 def, 16 armour) Voryvea the woollen robe (Corpses) (20 def, 16 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +16% darkness +18% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 23 ----- def ----- Armour +16 Defense +20 (+6 eff.) Resists +24% darkness +9% all Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nussra the Murkvagrant (Corpses) (10 def, 3 armour) Ce'Nussra the Murkvagrant (Corpses) (10 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +6% nature Acc +30 (+8 eff.) Apr +3 ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +2% Resists +5% fire +6% cold Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Deluredig (Misfortune) (0 def, 1 armour) Deluredig (Misfortune) (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Resists +3% darkness +15% fire Die.at -80.00 life HP.reg +2.00 Heal.mod +11% Pinning- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Misfortune A pair of boots made of leather. |
Silodavea the pair of iron boots (Madness) (0 def, 3 armour) Silodavea the pair of iron boots (Madness) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +3% physical Res.pen +10% mind Apr +3 On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Armour +3 Fatigue +2% Die.at -20.00 life ---------- misc Stam/turn +0.40 Max.stam +10.00 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (Corpses) (4 def, 5 armour) Spellhunt Remnants (Corpses) (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+2 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+1 eff.) Spell.save +10 (+4 eff.) Max.HP +80.00 Unarmed combat: Power 28.0 - 39.2 Physical Uses 80% Wil, 80% Str Apr +15 Crit +10.0% Atk.spd 100% Melee+ +17 silence On Hit: 10% Mana Clash 2 On Hit: * 35 arcane resource burn Can't be worn by those with arcane powers. Curse of Corpses Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Gloomvault (Misfortune) (1 def, 0 armour) Gloomvault (Misfortune) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Defense +1 (+0 eff.) Resists +12% physical +3% darkness +9% blight +12% fire +3% cold +3% light Curse of Misfortune A pointy cloth hat, very wizardly... |
Shimmertide (Misfortune) (0 def, 3 armour) Shimmertide (Misfortune) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str +4 Dex +2 Mag +3 Wil +3 Con dps ---------- Res.pen +10% lightning ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.70 Equi/ret +0.90 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Strikezephyr the hardened leather hat (Madness) (0 def, 9 armour) Strikezephyr the hardened leather hat (Madness) (0 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +10 Dex +1 Con dps ---------- Dmg.mod +9% physical Res.pen +10% lightning ----- def ----- Armour +9 Fatigue +3% Spell.save +9 (+3 eff.) Curse of Madness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 881.4 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Xaneselle (Nightmares) (0 def, 13 armour) Xaneselle (Nightmares) (0 def, 13 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +30 (+6 eff.) Dmg.mod +9% physical Acc +15 (+4 eff.) ----- def ----- Armour +13 Fatigue +3% ---------- misc Equi/ret +0.12 Max.psi +40.00 Infravis +3 Curse of Nightmares A cap made of leather. |
hardened leather hat 'Silobrelaith' (Nightmares) (0 def, 3 armour) hardened leather hat 'Silobrelaith' (Nightmares) (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Mag +5 Wil +3 Cun +8 Lck dps ---------- Phys.crit +4.0% Spell.crit +3% Mind.crit +2% Apr +6 ----- def ----- Armour +3 Fatigue +3% Resists +7% fire +8% cold ---------- misc See.Invis +9 Curse of Nightmares A hat made of leather. Very stylish. |
linen wizard hat 'Duvumnir' (Nightmares) (1 def, 0 armour) linen wizard hat 'Duvumnir' (Nightmares) (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +7 Con dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Acc +5 (+1 eff.) Apr +1 ----- def ----- Defense +1 (+0 eff.) Resists +2% physical ---------- misc Psi/turn +0.11 Max.stam +20.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
Huritokhad (Nightmares) (3 def, 2 armour) Huritokhad (Nightmares) (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% lightning Die.at -20.00 life Max.HP +40.00 Pinning- +10% Curse of Nightmares A suit of armour made of leather. |
Morningrace the rough leather armour (Shrouds) (3 def, 2 armour) Morningrace the rough leather armour (Shrouds) (3 def, 2 armour)9.0 T1 light armor [Rare] Arcane While equipped: dps ---------- Melee+ 5 darkness Ranged+ 6 darkness ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% temporal +11% darkness +6% light Spell.save +3 (+1 eff.) Def/telep +17 Res/telep +18% Dur/telep +16% ---------- misc Mana/s.crit +1.00 Curse of Shrouds Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A suit of armour made of leather. |
drakeskin leather armour of Toknor (Corpses) (20 def, 8 armour) drakeskin leather armour of Toknor (Corpses) (20 def, 8 armour)9.0 T5 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +14.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Curse of Corpses A suit of armour made of leather. |
prismatic drakeskin leather armour of lightning resistance (Corpses) (20 def, 8 armour) prismatic drakeskin leather armour of lightning resistance (Corpses) (20 def, 8 armour)9.0 T5 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +20% lightning +10% light +12% darkness Curse of Corpses A suit of armour made of leather. |
radiant drakeskin leather armour of Toknor (Shrouds) (20 def, 8 armour) radiant drakeskin leather armour of Toknor (Shrouds) (20 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +17.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +20% blight +18% darkness ---------- misc Light +1 Curse of Shrouds A suit of armour made of leather. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
201 alchemist agate 201 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 onyx 10 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blank Book Blank Book5.0 T3 book charm [Unique] Psionic While equipped: dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +25% mind Acc +15 (+4 eff.) ----- def ----- Resists +20% mind Fear- -50% Mental Shielding: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. An untitled book, bound in leather, stained now with blood of men, elves, and beasts. There is no writing anywhere between its covers, but you can get lost in the pages for hours. |
dwarven-steel pickaxe 'Zeromas' (dig speed 16 turns) dwarven-steel pickaxe 'Zeromas' (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Res.pen +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 43 ----- def ----- Mind.save +9 (+3 eff.) Max.HP +28.00 ---------- misc Hate/m.crit +4.00 Max.stam +24.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Thundermark' (dig speed 38 turns) iron pickaxe 'Thundermark' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +3% lightning +9% physical +6% nature Res.pen +5% physical ----- def ----- Resists +11% nature +6% lightning Phys.save +9 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 emerald 6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Xeruta Xeruta2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +15 (+3 eff.) ----- def ----- Armour +2 Resists +3% temporal Max.HP +40.00 ---------- misc Light +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 brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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 'Zubildana' brass lantern 'Zubildana'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +5% arcane Phys.save +5 (+2 eff.) Max.HP +80.00 HP.reg +4.00 Heal.mod +12% Silence- +10% ---------- misc Light +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. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 19 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Petrified Wood Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 bloodstone 2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
stralite crystal plating stralite crystal plating0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +8 Str +8 Dex +8 Mag +8 Wil +8 Cun +8 Con Tinkers can be attached to normal items to improve them with steam power! |
elm totem of healing [power 122] (15 cooldown) elm totem of healing [power 122] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By awer the Freek Hunted level 46
138th Vengeance 123rd year of Ascendancy at 15:56 see stats
By awer the Freek Hunted level 36
126th Vengeance 123rd year of Ascendancy at 10:29 see stats
By awer the Freek Hunted level 10
71st Vengeance 123rd year of Ascendancy at 21:34 see stats
By awer the Freek Hunted level 20
79th Vengeance 123rd year of Ascendancy at 12:05 see stats
By awer the Freek Hunted level 30
108th Vengeance 123rd year of Ascendancy at 21:29 see stats
By awer the Freek Hunted level 40
136th Vengeance 123rd year of Ascendancy at 04:06 see stats
By awer the Freek Hunted level 50
139th Vengeance 123rd year of Ascendancy at 15:58 see stats
By awer the Freek Hunted level 50
153rd Vengeance 123rd year of Ascendancy at 16:05 see stats
By awer the Freek Hunted level 25
92nd Vengeance 123rd year of Ascendancy at 17:21 see stats
By awer the Freek Hunted level 50
148th Vengeance 123rd year of Ascendancy at 19:09 see stats
By awer the Freek Hunted level 35
111st Vengeance 123rd year of Ascendancy at 15:27 see stats
By awer the Freek Hunted level 23
91st Vengeance 123rd year of Ascendancy at 13:22 see stats
By awer the Freek Hunted level 50
148th Vengeance 123rd year of Ascendancy at 02:14 see stats
Log
4]Saving done.
4]Saving game...
4]Saving done.
4]The giant carefully hands you: Ravenbait (Misfortune) (0 def, 3 armour)
4]Bought: pixie's gold ring of misery (Madness) for 206.07 gold.
4]Bought: solipsist's gold ring of misery (Nightmares) for 252.75 gold.
4]You transfer Ravenbait (0 def, 3 armour) to the online item's vault.
4]Saving done.
4]Saving game...
4]Saving done.
4]You transfer crackling dwarven-steel shield of earthen fury (0 def, 12 armour, 79 block) to the online item's vault.
4]Saving done.
4]Saving game...
4]Saving done.
4]You transfer warded dwarven-steel shield of the stars (0 def, 6 armour, 86.5 block) to the online item's vault.
4]Saving done.
4]Saving game...
4]Saving done.
4]You transfer stone warden's hardened leather gloves of war-making (0 def, 15 armour) to the online item's vault.
4]Saving done.
4]Saving game...
4]Saving done.
4]Ran for 6 turns (stop reason: interesting terrain).
4]Lore found: Lightbringer's Wand
4]You can read all your collected lore in the game menu, by pressing Escape.
4]The pack has retreated back to the gloom.