



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon
- allows adventurer to use talents from classes that don't spawn on randbosses
- still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents
Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree
- allows the adventurer to use every talents, including monster only and debug talent trees.
- tends to have issues with classes from other addons due to the way it loads their data.
Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer
- my own adventurer skill addon.
- allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character.
- use this one if you use addons that add new classes/races and want their talents on an adventurer
Note : use only one of those three. They are not compatible with eachother Possessor Bonus Class 1.7.4Donators/Buyers bonus! Race: Wrathwrought 1.7.4Adds wrathwrought as a new subrace. They are psionic focused humans. Stat modifiers: +2 Strength, +1 Dexterity, +0 Constitution, +0 Magic, +4 Willpower, and +3 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: Unstoppable Wrath - Passively increases immunities to stun, confusion, pin, fear, silence. The Savvy Fighter - Passively increases critical chance, critical power, Armor Penetration and Accuracy. Faster Stronger Better - Passively increases Global speed, Physical speed, movement speed and all damage done. ---Changelog 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. 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. 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:
Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Adventurer |
| Level / Exp | 50 / 8059% |
| Size | huge |
| Lifes / Deaths | Killed by Gloruwen the elder vampire at level 40 on the 10th Pyre 123rd year of Ascendancy at 20:57 / 1 |
Primary Stats
| Strength | 521.431292 (base 100) |
| Dexterity | 404.862584 (base 100) |
| Constitution | 349.86258400001 (base 99) |
| Magic | 280.431292 (base 100) |
| Willpower | 224.862584 (base 98) |
| Cunning | 291.36258400001 (base 100) |
Resources
| Mana | 978/978 |
| Negative | 177/177 |
| Life | 3868/3868 |
| Paradox | 300 |
| Soul | 20/20 |
| Steam | 142/142 |
| Hate | 100/100 |
| Equilibrium | 45 |
| Vim | 263/263 |
| Insanity | 0/100 |
| Positive | 87/87 |
| Stamina | 786/786 |
| Psi | 234/234 |
| Healing Factor | 2.5 |
| Regeneration | 514.29226389993 |
Speed
| Mental | +64.69612955491% |
| Attack | +32.74950429651% |
| Movement | +500.97270449454% |
| Spell | +80.66584116353% |
| Global | +202.26895969613% |
Vision
| Sight | 16 |
| Lite | 29 |
| Infravision | 24 |
| See Stealth | 147.66888118789 |
| See Invisible | 150.5314651879 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 891 |
| Accuracy | 155 |
| Crit Chance | 318% |
| APR | 166 |
| Speed | 0.61 |
Offense: Spell
| Spellpower | 197 |
| Crit Chance | 100% |
| Speed | 0.55350806414747 |
Offense: Mind
| Mindpower | 191 |
| Crit Chance | 100% |
| Speed | 0.7532984814515 |
Offense: Damage Bonus
| Acid | +50% |
| Blight | +63% |
| Arcane | +31% |
| Cold | +41% |
| All | +11% |
| Lightning | +82% |
| Light | +162% |
| Physical | +77% |
| Mind | +53% |
| Darkness | +155% |
| Fire | +208% |
| Nature | +62% |
Offense: Damage Penetration
| Acid | +50% |
| Blight | +55% |
| Physical | +102% |
| Cold | +50% |
| All | +17% |
| Lightning | +60% |
| Light | +85% |
| Mind | +54% |
| Darkness | +92% |
| Fire | +84% |
| Nature | +60% |
Defense: Base
| Armour (hardiness) | 366.88060497335 (100%) |
| Defense | 144 |
| Ranged Defense | 154 |
| Fatigue | 0 |
| Physical Save | 171 |
| Spell Save | 152 |
| Mental Save | 136 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +104%( 70%) |
| Physical | + 74%( 74%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 80%( 80%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (6/6)
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 20 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to teleport up to 20 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 67%, your defense is increased by 67 and all your resistances by 67%. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 58.8 steam per turn. Can be activated for an instant burst of 294 steam. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 5126 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Inflicts 1164.89 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Cunning / Artifice | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Plague | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Path of horror | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Crimson Templar | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Earthen power | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Darkside | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Absorption | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Battlefield management | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Inner Power | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Avoidance | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented striking | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Friend of the worm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Heart of Fire | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psychic blows | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.50 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Crusader | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Possession | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Shadowflame | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Poisons | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Furnace | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Bloodstained | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blight | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Scourge | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Golem / Arcane | 1.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Animus | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Reaving combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Rot | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Eldritch shield | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Force of will | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Vile life | 109.90 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Energy | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 39.50 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torment | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Higher | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Dwarf | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Krog | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Drem | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Chemistry | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Hexes | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Psionic / Augmented mobility | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Fungus | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Doomelf | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Halfling | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Feedback | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Dirges | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Hatred | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Cursed aura | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 2.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Undead / Lich | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Undead / Skeleton | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Undead / Ghoul | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Wrathwrought | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Yeti | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Yeek | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Ogre | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Thalore | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Orc | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.60 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Tempest of Metal |
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Infestation |
| talent | Shared Agony |
| talent | Chant of Fortress |
| talent | Share the Pain |
| talent | Flame of Urh'Rok |
| talent | Doomed For Eternity |
| talent | Weapon of Light |
| talent | Automated Cloak Tessellation |
| talent | Crippling Poison |
| talent | Second Life |
| talent | Shielding |
| talent | Grinding Shield |
| talent | Arcane Feed |
| talent | Spikes of Decrepitude |
| talent | Overheat Saws |
| talent | Thermal Aura |
| talent | Melting Point |
| talent | Grim Shadow |
| talent | Corruption of the Doomed |
| talent | Kinetic Shield |
| talent | Pace Yourself |
| talent | Criticality Excursion |
| talent | Weapon of Wrath |
| talent | Force Shield |
| talent | Dirge of Famine |
| talent | Ruin |
| talent | Reaping |
| talent | Righteous Strength |
| talent | Shards |
| talent | Molten Iron Blood |
| talent | Fiery Hands |
| talent | Utterly Destroyed |
| talent | Blood Bath |
| talent | Dark Ritual |
| talent | Kinetic Aura |
| talent | Elemental Discord |
| talent | Furnace |
| talent | Apply Poison |
| talent | Eternal Suffering |
| talent | Searing Sight |
| talent | Deflection |
| talent | Reflective Skin |
| talent | Icy Skin |
| talent | Beyond the Flesh |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Shadow Feed |
| talent | Elemental Harmony |
| talent | Thermal Shield |
| talent | Overkill |
| talent | Cleave |
| talent | Gloom |
| talent | Daunting Presence |
| talent | Augmentation |
| talent | Hymn of Shadows |
| talent | Skate |
| talent | Essence of Speed |
| talent | Energy Decomposition |
| talent | Numbing Poison |
| talent | Arcane Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.4)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +10% critical damage, +12% 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 54% 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 | Countering melee attacks: Has a 84% chance to get an automatic counter attack when avoiding a melee attack. (3.5 counters remaining) Counter Attacking |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+22% resist all). Shroud of Passing |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.4)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 21 turns, retch (level 2) when you fall below 44% health Power 4+: Reprieve from Death: Humanoids you slay have a 37% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Parrying melee and ranged attacks: Has a 89% chance to deflect up to 101 damage from the next 4.0 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.4)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +21 Darkness Resistance, +10% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 22% 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 22% for 3 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.4): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 174 mind and 289 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 308 Mind damage, and deal 513 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Physical power, spellpower and all saves increased by 78. Commander of the Dead |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.4)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 (+44% chance to avoid traps). Power 2+: -1 Luck, +11 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+17% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 51% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the desperate necromancer to the recall portal on level 2 of Old Forest. Escort: desperate necromancer (level 2 of Old Forest) | done |
You successfully escorted the desperate necromancer to the recall portal on level 3 of Dreadfell. Escort: desperate necromancer (level 3 of Dreadfell) | done |
You successfully escorted the desperate necromancer to the recall portal on level 7 of Dreadfell. Escort: desperate necromancer (level 7 of Dreadfell) | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell) | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell) | done |
You successfully escorted the lost wyrmic to the recall portal on level 1 of Heart of the Gloom. Escort: lost wyrmic (level 1 of Heart of the Gloom) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | done |
You successfully escorted the unfocused psion to the recall portal on level 2 of Heart of the Gloom. Escort: unfocused psion (level 2 of Heart of the Gloom) | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
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 Shardskin. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 53. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of luminous horror dust. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Quenchedge (Nightmares) (59-95 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stats: 179% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 23% chance to reduce all saves and defense by 74 * flashes light on your target dealing 158 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +23 nature When wielded/worn: Physical crit. chance: +20.0% Changes stats: +24 Str / +24 Dex / +24 Mag / +31 Wil / +24 Cun / +13 Con Changes resistances: +6% cold Changes damage: +3% mind Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Curse of Nightmares Massive two-handed swords. |
| Quiver | pouch of voratun shots 'Nerimina' (21/21, 78-93 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 78.0 - 93.6 Uses stats: 40% Wil, 50% Mag, 131% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +24.0% Capacity: 21 On weapon crit: * Wound the target dealing 698 physical damage across 5 turns and reducing healing by 50% Travel speed: +230% Damage (Ranged): +32 fire / +16 physical / +28 cold Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +13 fire Shots are used with slings to pummel your foes to death. |
| Light source | Umbraphage (Madness) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +35% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Light radius: +15 See stealth: +10 Absorbs all darkness (power 232, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Curse of Madness It can be used to release absorbed darkness in a 15 radius cone with a 150% chance to blind (based on lite radius), dealing 1692.37 darkness damage (based on Mindpower and charge) Activation costs 5 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Cracklequell (Shrouds) (0 def, 7 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +10 Mag / +21 Wil / +13 Con Changes resistances: +15% blight / +9% nature / +5% arcane / +15% lightning Changes resistances penetration: +10% nature / +10% lightning Changes damage: +20% blight / +20% arcane / +3% lightning Mental save: +18 (+3 eff.) Silence immunity: +50% Spell crit. chance: +5% Curse of Shrouds A cap made of leather. |
| On feet | pair of drakeskin leather boots 'Smolderripper' (Nightmares) (0 def, 7 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +7 Changes stats: +5 Str / +18 Mag / +7 Wil / +5 Con Changes resistances: +6% light Changes resistances penetration: +5% light / +15% mind Changes damage: +9% acid / +18% fire / +12% mind / +10% blight Reduces incoming crit damage: 10.00% Physical save: +19 (+2 eff.) Disease immunity: +49% Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Spellpower: +10 (+1 eff.) Infravision radius: +2 Curse of Nightmares It can be used to activate talent Rush, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 out of 25/25. Range: 10 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | Singesorrow the voratun pickaxe (Misfortune) (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +14 Str / +8 Dex / +3 Wil / +3 Con Changes resistances: +3% fire / +15% nature / +9% light Changes resistances penetration: +5% fire Changes damage: +9% nature Reduces incoming crit damage: 10.00% Maximum life: +40.00 Maximum stamina: +30.00 Movement speed: +10% When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Hatheruidur the voratun ring (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +13 Str / +13 Con Changes resistances: +9% lightning / +1% physical / +3% darkness / +6% blight / +7% arcane Changes damage: +9% mind Blindness immunity: +20% Stun/Freeze immunity: +73% Life regen: +26.00 Maximum life: +95.00 Healing mod.: +30% Curse of Corpses Rings make your fingers look great! |
| On fingers | voratun ring 'Bregothel' (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Damage when hit (Melee): 11 mind Changes stats: +10 Mag / +10 Wil / +8 Con Changes resistances penetration: +5% blight Spell save: +25 (+3 eff.) Vim when firing critical spell: +2.27 Maximum stamina: +40.00 Spellpower: +22 (+2 eff.) Spell crit. chance: +2% Mindpower: +14 (+1 eff.) Damage Shield penetration: +34% Curse of Shrouds Rings make your fingers look great! |
| Around neck | voratun amulet 'Coalmaim' (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+1 eff.) Defense: +25 (+3 eff.) Fatigue: -10% Changes stats: +14 Dex / +8 Mag / +13 Cun / +13 Con Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +8% acid / +10% physical / +6% light / +7% fire / +8% lightning / +8% cold Life regen: +5.00 Stamina each turn: +1.40 Maximum stamina: +37.23 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Light radius: +2 Movement speed: +10% Combat speed: +10% Curse of Shrouds Amulets make your neck look great! |
| In main hand | The Twisted Blade (Misfortune) (50-75 power, 24 apr) Requires: - Dexterity 27 - Talent Steam Pool Powered by unknown forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 50.0 - 75.0 Uses stats: 156% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% Block value: +150 On weapon hit: * flashes light on your target dealing 165 damage On weapon kill: * Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +10% Attacks use: 1.0 Steam When wielded/worn: Armour: +23 Defense: +18 (+2 eff.) Fatigue: +15% Talent granted: +5 Block Critical mult.: +15.00% Curse of Misfortune You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... This item has been sent to the Item's Vault. |
| On hands | Zubulrata the Blazemight (Misfortune) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +11 Armour: +4 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +5 Str / +16 Dex / +18 Cun Changes resistances: +12% lightning / +6% temporal / +9% darkness Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Iron Grip Physical save: +12 (+1 eff.) Disarm immunity: +100% Life regen: +5.00 Stamina each turn: +1.10 Psi each turn: +0.30 When used to modify unarmed attacks: Base power: 26.5 - 37.1 Uses stats: 86% Wil, 86% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +16 Armour Penetration: +24 Crit. chance: +21.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). Curse of Misfortune It can be used to activate talent Steady Shot, placing all other charms into a 10 cooldown : Effective talent level: 5.9 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 186% damage with a 31% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | drakeskin leather belt 'Flashpower' (Nightmares) Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +13 (+2 eff.) Damage when hit (Melee): 6 acid / 6 blight Changes stats: +15 Dex / +8 Wil / +15 Cun / +25 Lck Changes resistances: +9% blight Changes resistances penetration: +10% light Trap disarming bonus: +39 Stealth bonus: +28 Spell save: +8 (+1 eff.) Mental save: +12 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +110.00 Maximum vim: +20.00 Light radius: +3 Infravision radius: +12 Slows Projectiles: +25% Curse of Nightmares A belt that goes around your waist. |
| Cloak | Guise of the Hated (Corpses) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+2 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+1 eff.) Hate per kill: +5.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Corpses Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
| Main armor | Monolith Armour (Misfortune) (40 def, 50 armour) Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+5 eff.) Fatigue: +70% Changes stats: +25 Str / +10 Dex / +35 Mag / +10 Wil / +10 Cun / +10 Con Changes resistances: +10% all Physical save: +35 (+4 eff.) Spell save: +35 (+5 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+2 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. Curse of Misfortune This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Inventory
medical injector implant of the warrior (efficiency 659% / cooldown 53%)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 659% efficiency and cooldown mod of 53%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 650% / cooldown 55%)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 650% efficiency and cooldown mod of 55%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 692% / 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 692% efficiency and cooldown mod of 58%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 380% / cooldown 55%)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 380% efficiency and cooldown mod of 55%. 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.. |
medical injector implant of the wizard (efficiency 455% / cooldown 56%)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 455% efficiency and cooldown mod of 56%. 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.. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Prismatic Rune (6 turns; lightning, temporal, physical, acid)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (55% 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 lightning, 5 temporal, 2 physical, 4 acid 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. |
ethereal rune of the wizard (power 77; resist 82%; move 78%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 82% all resistance, you move 78% faster, and you are invisible (power 77). Its effects scale with your Magic 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. |
manasurge rune of the warrior (regen 5098% over 10 turns; mana 254; cd 13)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: 13 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 5098% for 10 turns (10410 total) and instantly restoring 254 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength 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. |
shatter afflictions rune of the titan (absorb 1274; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 1274 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 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. |
shatter afflictions rune of the titan (absorb 1266; cd 17)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: 17 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 4 turns and blocking 1266 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 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. |
shielding rune of the duelist (absorb 4350; dur 5; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 4350 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 6585; dur 8; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 6585 damage for 8 turns. Its effects scale with your Strength 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. |
shielding rune of the wizard (absorb 3273; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 3273 damage for 5 turns. Its effects scale with your Magic 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 531; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 531 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: Acid GrooveRequires: - 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: Air RecyclerRequires: - 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: Alchemist's HelperRequires: - 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. |
4 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. |
3 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. |
4 schematic: Corrosive 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. |
2 schematic: Crystal EdgeRequires: - 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: Crystal PlatingRequires: - 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: 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: Explosive 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. |
4 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. |
4 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. |
4 schematic: Flash PowderRequires: - 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. |
3 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. |
7 schematic: Frost 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. |
3 schematic: Fungal WebRequires: - 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. |
3 schematic: Galvanic RetributorRequires: - 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: Grounding StrapRequires: - 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. |
5 schematic: Hand CannonRequires: - 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. |
7 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. |
5 schematic: Healing 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. |
3 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. |
7 schematic: Itching PowderRequires: - 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: Kinetic StabiliserRequires: - 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. |
7 schematic: Lightning CoilRequires: - 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: Mana CoilRequires: - 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. |
3 schematic: Mental StimulatorRequires: - 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: Moss TreadRequires: - 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. |
5 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. |
5 schematic: Poison GrooveRequires: - 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: Power DistributorRequires: - 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. |
7 schematic: Razor EdgeRequires: - 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: 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. |
3 schematic: Saw ProjectorRequires: - 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: Saw 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. |
4 schematic: Second SkinRequires: - 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. |
3 schematic: Shocking EdgeRequires: - 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. |
5 schematic: Shocking TouchRequires: - 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: Silver FiligreeRequires: - 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: 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. |
2 schematic: Spike AttachmentRequires: - 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. |
5 schematic: Spring GrappleRequires: - 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. |
5 schematic: SteamgunRequires: - 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. |
8 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. |
schematic: Thunder GrenadeRequires: - 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. |
3 schematic: Thunderclap 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. |
2 schematic: Toxic Cannister LauncherRequires: - 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. |
5 schematic: Unstoppable Force 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. |
4 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: Viral NeedlegunRequires: - 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. |
3 schematic: Voltaic 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. |
8 schematic: Water 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. |
6 schematic: Waterproof 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. |
4 schematic: Winterchill EdgeRequires: - 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. |
Tome of UttercoldPowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
Choker of Dread (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 Curse of Misfortune It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 29 power out of 60/60. The evilness of undeath radiates from this amulet. |
Deepswire of the Blightspawn (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects when hit in melee: * 48% chance to reduce strength, dexterity, and constitution by 60 * 50% chance to reduce damage dealt by 58% Changes stats: +1 Cun / +10 Con Changes resistances: +6% acid / +30% temporal Changes resistances penetration: +20% acid Critical mult.: +10.00% Physical save: +19 (+2 eff.) Spell save: +25 (+3 eff.) Mental save: +25 (+4 eff.) Pinning immunity: +48% Knockback immunity: +48% Hate when firing a critical mind attack: +4.00 Maximum hate: +10.00 Mindpower: +5 (+0 eff.) Curse of Madness Amulets make your neck look great! |
Fanged Collar (Shrouds)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... Curse of Shrouds This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Fiery Choker (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). Curse of Corpses A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Frost Lord's Chain (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Nightmares This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% Curse of Corpses It can be used to activate talent Shattering Shout (costing 5 power out of 48/48) : Effective talent level: 7.2 Power cost: 5 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 2109.46 physical damage in a radius 9 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Glorevea the copper amulet (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Str / +3 Con Changes resistances: +6% blight / +6% physical / +6% light Spell save: +6 (+1 eff.) Stamina each turn: +0.30 Only die when reaching: -20.00 life Curse of Misfortune Amulets make your neck look great! |
Mirror Shards (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 Curse of Corpses It can be used to create a reflective shield (50% reflection rate, 1755 strength, based on Magic) for 6 turns Activation costs 12 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and Moons (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. Curse of Corpses It can be used to activate talent Circle of Sanctity (costing 15 power out of 60/60) : Effective talent level: 5.9 Power cost: 15 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 192 light damage to everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Shard of Insanity (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+5 eff.) Confusion immunity: -100% Mindpower: +8 (+0 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). Curse of Madness A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Black Core (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Corpses "Lock your soul away, and death will never reach you." |
The Far-Hand (Madness)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% Curse of Madness It can be used to activate talent Teleport (costing 17 power out of 36/36) : Effective talent level: 7.2 Power cost: 17 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (297). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 12). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Unflinching Eye (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. Curse of Corpses It can be used to activate talent Arcane Eye (costing 29 power out of 60/60) : Effective talent level: 4.5 Power cost: 29 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 23 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Zemekkys' Broken Hourglass (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. Curse of Shrouds It can be used to activate talent Time Stop (costing 24 power out of 80/80) : Effective talent level: 3.2 Power cost: 24 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 2 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
copper amulet of dexterity (+2) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Curse of Corpses Amulets make your neck look great! |
steel amulet 'Hathilatir' (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +20 (+1 eff.) Defense: +10 (+1 eff.) Damage when hit (Melee): 6 physical Changes stats: +2 Mag / +8 Cun / +4 Con Changes resistances penetration: +25% physical Curse of Nightmares Amulets make your neck look great! |
stralite amulet 'Korundil' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +40 (+3 eff.) Armour: +14 Defense: +40 (+5 eff.) Changes stats: +6 Str / +8 Con Changes resistances: +25% lightning / +18% mind Changes damage: +12% mind Physical save: +21 (+2 eff.) Stun/Freeze immunity: +44% Maximum stamina: +40.36 Curse of Shrouds Amulets make your neck look great! |
voratun amulet 'Umbraoozer' (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+2 eff.) Defense: +19 (+2 eff.) Effects on melee hit: * 10% chance to reduce armor by 70% Changes stats: +17 Lck / +8 Con Changes resistances penetration: +20% darkness / +5% mind Changes damage: +12% acid / +18% darkness / +9% mind Critical mult.: +10.00% Physical save: +24 (+3 eff.) Spell save: +23 (+3 eff.) Mental save: +25 (+4 eff.) Reduce all damage from unseen attackers: 20% Curse of Misfortune Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 5 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Adera the Glaciergrit (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +20 (+1 eff.) Defense: +15 (+2 eff.) Changes stats: +9 Dex / +10 Mag / +8 Wil / +18 Cun Changes resistances: +6% temporal Changes damage: +6% cold Spell save: +20 (+3 eff.) Poison immunity: +10% Disease immunity: +20% Stamina each turn: +3.00 Maximum life: +60.00 Mindpower: +11 (+1 eff.) Curse of Shrouds Rings make your fingers look great! |
Elemental Fury (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Shrouds This ring shines with many colors. |
Elymirin the voratun ring (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Armour: +6 Changes stats: +8 Dex / +8 Wil / +7 Cun Changes resistances: +9% lightning / +9% nature Critical mult.: +15.00% Life regen: +19.00 Maximum life: +100.00 Spellpower: +20 (+2 eff.) Mindpower: +15 (+1 eff.) Healing mod.: +19% Curse of Misfortune Rings make your fingers look great! |
Exiler (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Shrouds It can be used to attempt to inflict 601.85 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 5 turn(s) Activation costs 15 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Gawen (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +4 Str / +7 Mag / +3 Con Changes resistances penetration: +15% blight Critical mult.: +20.00% Life regen: +11.00 Mana when firing critical spell: +2.00 Maximum life: +64.00 Healing mod.: +12% Curse of Misfortune Rings make your fingers look great! |
Glareoozer the copper ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Dex / +4 Mag / +2 Wil Changes resistances: +10% arcane / +6% light Changes damage: +3% cold / +10% arcane / +12% light Curse of Shrouds Rings make your fingers look great! |
Glory of the Pride (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+5 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Madness The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial Twine (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+1 eff.) Knockback immunity: +100% Curse of Shrouds This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Mnemonic (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+3 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+1 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Misfortune It can be used to activate talent Mental Shielding (costing 15 power out of 30/30) : Effective talent level: 4.5 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of Growth (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Madness This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) Curse of Nightmares This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead (Misfortune)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Misfortune This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Shrouds A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Shimmerreek (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+0 eff.) Changes stats: +7 Str / +3 Dex / +4 Mag / +10 Wil / +6 Con Changes resistances: +12% mind Changes resistances penetration: +25% lightning Light radius: +3 Curse of Misfortune Rings make your fingers look great! |
Shineusher the copper ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +4 Str / +4 Cun / +5 Con Changes resistances: +9% light Changes resistances penetration: +20% light Changes damage: +3% light / +12% mind Curse of Misfortune Rings make your fingers look great! |
The Black Ring (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Madness "An innocuous bauble. Until you look through the hole." |
Vargh Redemption (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Corpses It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 41.21 cold and 51.65 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 29 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void Orb (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Madness It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 7.2 Power cost: 3 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 820.94 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of Fate (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the Hunter (Misfortune)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Misfortune A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Xerenne (Corpses)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Changes stats: +10 Dex / +2 Wil / +12 Cun Mental save: +14 (+2 eff.) Confusion immunity: +50% Life regen: +19.00 Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +4.00 Maximum life: +87.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +9% Healing mod.: +20% Curse of Corpses Rings make your fingers look great! |
copper ring 'Malygonik' (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Cun / +4 Wil Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Teleport immunity: +20% Infravision radius: +3 Curse of Shrouds Rings make your fingers look great! |
copper ring of corrosion (+20%) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Curse of Nightmares Rings make your fingers look great! |
savior's copper ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Curse of Madness Rings make your fingers look great! |
titan's copper ring of nature (+22%) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% nature Changes damage: +11% nature Physical save: +6 (+1 eff.) Curse of Nightmares Rings make your fingers look great! |
Thunderrock (Shrouds) (56-84 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 179% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 11 turns (checks Confusion immunity) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +28 darkness Damage against: +27% Living When wielded/worn: Changes stats: +2 Mag / +4 Cun / +2 Con Changes resistances: +6% lightning / +12% cold / +9% nature Curse of Shrouds Massive two-handed battleaxes. |
Dourmarrow (Corpses) (68-102 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stats: 179% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 698 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +42 cold Damage (radius 1) on hit: +27 fire Damage (radius 2) on crit: +20 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +19 (+1 eff.) Damage when hit (Melee): 10 arcane / 4 darkness Changes resistances penetration: +25% blight Changes damage: +9% arcane Curse of Corpses Massive two-handed mauls. |
Giluharandur (Corpses) (67-100 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stats: 179% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 237 lightning damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 237 damage Damage (Melee): +12 acid When wielded/worn: Armour penetration: +19 Physical crit. chance: +21.0% Defense: +10 (+1 eff.) Effects on melee hit: * 29% chance to reduce armor by 70% Changes resistances: +7% arcane / +12% nature Changes resistances penetration: +38% lightning / +20% temporal / +15% acid Changes damage: +40% lightning Critical mult.: +49.00% Silence immunity: +29% Curse of Corpses Massive two-handed mauls. |
Pitchnull the voratun greatmaul (Misfortune) (66-99 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stats: 179% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 42% chance to reduce strength, dexterity, and constitution by 60 * 30% chance to reduce all saves and defense by 74 * 25% chance for lightning to strike from the target to a second target dealing 237 damage Damage (Melee): +28 blight / +12 mind Damage (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +35 (+4 eff.) Armour penetration: +17 Damage when hit (Melee): 4 mind Changes resistances: +7% arcane / +9% mind Changes resistances penetration: +21% physical Changes damage: +3% arcane / +6% darkness Curse of Misfortune Massive two-handed mauls. |
Berysta the Glimmernaught (Misfortune) (64-102 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 179% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 11 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 237 damage Damage (Melee): +20 light / +16 fire Damage (radius 1) on hit: +4 light / +8 fire Damage (radius 2) on crit: +4 arcane / +8 light When wielded/worn: Accuracy: +35 (+4 eff.) Changes stats: +16 Str Changes resistances: +8% arcane Changes damage: +9% fire / +9% cold / +9% light / +19% physical Curse of Misfortune Massive two-handed swords. |
Delatir the voratun greatsword (Madness) (60-96 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 179% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness Damage (radius 2) on crit: +63 lightning / +59 cold Damage against: +26% Living When wielded/worn: Physical power: +17 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Con Changes resistances: +15% acid / +9% temporal Changes resistances penetration: +35% lightning / +35% cold / +10% temporal / +19% physical Disarm immunity: +49% Movement speed: +58% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Madness Massive two-handed swords. |
Hazeraptor (Misfortune) (62-99 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 179% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 nature When wielded/worn: Accuracy: +54 (+7 eff.) Defense: +20 (+2 eff.) Effects on melee hit: * 26% chance to reduce all saves and defense by 74 Changes stats: +16 Str Changes resistances: +9% cold Changes damage: +21% physical / +9% arcane / +9% mind Disarm immunity: +58% Maximum mana: +120.00 Spellpower: +20 (+2 eff.) Curse of Misfortune Massive two-handed swords. |
Neroda the Sunpython (Nightmares) (64-103 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 179% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 58% Changes stats: +2 Wil / +10 Con Changes resistances: +3% light / +3% cold Changes resistances penetration: +5% light / +21% physical Spell save: +9 (+1 eff.) Disarm immunity: +42% Maximum vim: +40.00 Spellpower: +15 (+1 eff.) Light radius: +5 Curse of Nightmares Massive two-handed swords. |
voratun greatsword 'Lelizilandur' (Nightmares) (64-102 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stats: 179% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 698 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 mind / +12 blight Damage (radius 2) on crit: +126 fire When wielded/worn: Armour penetration: +20 Physical crit. chance: +41.0% Physical power: +21 (+1 eff.) Changes resistances penetration: +20% arcane / +35% fire Changes damage: +6% blight / +6% mind Critical mult.: +44.00% Hate when firing a critical mind attack: +4.00 Mental crit. chance: +6% Global speed: +15% Curse of Nightmares Massive two-handed swords. |
Acera (Corpses) (33-46 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 156% Wil, 50% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% Curse of Corpses It can be used to activate talent Corrosive Worm (costing 15 power out of 30/30) : Effective talent level: 8.2 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 29% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 165 acid damage in a 4 radius ball. This damage will increase by 127% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 94 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Arthichak (Nightmares) (17-25 power, 0 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 17.0 - 25.5 Uses stats: 156% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +23 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 237 damage Damage (Melee): +5 light Damage against: +9% Undead Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Block value: +20 When wielded/worn: Armour: +3 Defense: +29 (+4 eff.) Fatigue: +6% Changes stats: +3 Con Changes resistances: +12% mind Talent granted: +1 Block Curse of Nightmares 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! |
Boruthel (Corpses) (68-102 power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 68.5 - 102.8 Uses stats: 156% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +113 On weapon hit: * 20% chance to reduce all saves and defense by 74 Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Damage (Melee): +4 mind When wielded/worn: Armour: +6 Defense: +10 (+1 eff.) Fatigue: +12% Damage (Melee): 35 lightning Damage when hit (Melee): 15 lightning Changes resistances: +6% mind Changes resistances penetration: +5% arcane Changes damage: +3% arcane / +9% mind Talent granted: +3 Block 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! |
Gloreba (Shrouds) (13-20 power, 0 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.2 Uses stats: 156% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +22 Damage (Melee): +4 physical Damage (radius 2) on crit: +8 acid / +8 physical / +6 nature Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Damage (Melee): +10 light / +12 darkness When wielded/worn: Armour penetration: +9 Armour: +3 Defense: +4 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +2 Mag Changes resistances: +17% acid / +6% temporal / +12% light / +12% darkness Changes resistances penetration: +9% acid / +11% nature Changes damage: +12% light / +10% darkness Talent granted: +1 Block Curse of Shrouds 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! |
Splendourtide the voratun steamsaw (Madness) (41-61 power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stats: 156% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +89 On weapon crit: * Wound the target dealing 698 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +60 lightning / +37 cold Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Damage (radius 2) on crit: +4 light When wielded/worn: Accuracy: +25 (+3 eff.) Physical crit. chance: +15.0% Physical power: +6 (+0 eff.) Armour: +6 Defense: +10 (+1 eff.) Fatigue: +12% Changes stats: +7 Dex Changes resistances: +12% light Changes resistances penetration: +25% lightning / +21% cold Changes damage: +9% arcane Talent granted: +3 Block Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Spell crit. chance: +2% Movement speed: +48% Combat speed: +10% Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Xydhevea the steel steamsaw (Nightmares) (11-16 power, 0 apr)Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Base power: 11.0 - 16.5 Uses stats: 156% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +25 On weapon crit: * Splash the target with acid dealing 396 damage over 5 turns and reducing armor and accuracy by 50 Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Damage (Melee): +11 fire When wielded/worn: Armour: +3 Defense: +4 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 3 fire Changes stats: +1 Str / +5 Wil / +2 Con Changes resistances: +17% cold / +12% fire Talent granted: +1 Block Infravision radius: +1 Curse of Nightmares 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! |
Emblem of Evasion (Misfortune) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Physical power: +12 (+1 eff.) Ranged Defense: +20 (+3 eff.) Damage when hit (Melee): 34 darkness Changes stats: +12 Dex / +10 Cun / +8 Lck Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+1 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Misfortune It can be used to activate talent Evasion (costing 15 power out of 30/30) : Effective talent level: 7.2 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 48% chance to evade melee and ranged attacks and 205 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Gyyalaith the Quenchterror (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Defense: +15 (+2 eff.) Changes stats: +7 Str / +3 Wil Changes resistances: +6% mind Changes resistances penetration: +15% cold Changes damage: +21% cold Critical mult.: +11.00% Blindness immunity: +23% Disease immunity: +23% Life regen: +4.65 Only die when reaching: -92.95 life Curse of Madness A belt that goes around your waist. |
rough leather belt 'Dimbreeze' (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 74 * 10% chance to reduce damage dealt by 58% Damage when hit (Melee): 6 mind Changes stats: +4 Dex / +4 Cun / +6 Lck Changes damage: +6% blight / +6% darkness / +15% mind Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +4 Curse of Nightmares A belt that goes around your waist. |
Betesenn (Madness) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +9 Defense: +3 (+0 eff.) Changes stats: +4 Str / +6 Dex / +6 Mag / +7 Wil / +6 Cun / +4 Con Changes resistances: +6% mind / +6% acid Changes resistances penetration: +30% mind Changes damage: +3% acid / +15% mind Spell save: +15 (+2 eff.) Psi when hit: +0.08 Maximum mana: +71.00 Maximum psi: +20.00 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. |
Icedream the elven-silk cloak (Shrouds) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Defense: +3 (+0 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 60 * 10% chance to reduce armor by 70% Damage when hit (Melee): 4 acid / 6 cold Changes stats: +6 Cun / +6 Dex Changes resistances: +30% temporal / +30% darkness / +9% cold Changes damage: +9% acid Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Defense after a teleport: +30 Resist all after a teleport: +13% New effects duration reduction after a teleport: +30% 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 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nadunachak the Weepmalice (Misfortune) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +15 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +1 Str / +2 Wil / +2 Con Changes resistances penetration: +5% nature See invisible: +6 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pressurizer (Shrouds) (8 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +3 Dex Talent masteries: +0.10 Steamtech / Automation +0.10 Steamtech / Avoidance Steampower: +10 (+1 eff.) Steam crit. chance: +10% Curse of Shrouds This cloak hides and protects a series of powerful steam compressors. |
cashmere cloak 'Rainmark' (Corpses) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +2 (+0 eff.) Damage when hit (Melee): 10 cold Changes stats: +4 Str / +4 Mag / +6 Con Changes resistances: +5% arcane Changes damage: +9% arcane Critical mult.: +20.00% Physical save: +11 (+1 eff.) Maximum life: +82.00 See invisible: +24 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. |
elven-silk cloak 'Skyrace' (Misfortune) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Cun / +8 Wil Changes resistances: +12% lightning / +15% blight Changes resistances penetration: +5% blight Physical save: +12 (+1 eff.) Mental save: +15 (+2 eff.) Only die when reaching: -50.00 life Mental crit. chance: +5% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ebonywilder of the Blightspawn (Madness) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects when hit in melee: * 47% chance to reduce strength, dexterity, and constitution by 60 * 32% chance to reduce damage dealt by 58% Damage when hit (Melee): 6 fire Changes stats: +7 Str / +11 Mag / +13 Wil Changes resistances: +48% lightning / +7% cold / +15% all Changes resistances penetration: +25% fire Changes damage: +40% lightning / +21% physical / +15% temporal / +23% cold Mana each turn: +0.19 Psi each turn: +0.28 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Anti-Gravity Boots (Shrouds) (8 def, 8 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+0 eff.) These boots have a 1% chance to fail to operate properly (reduced by Cunning). Curse of Shrouds It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (755 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (1244 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 9 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Baludunagen the pair of dwarven-steel boots (Misfortune) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 10 arcane Changes stats: +4 Str / +3 Mag / +7 Wil / +4 Con Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +15% mind Light radius: +3 Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 12 cooldown : Effective talent level: 3.2 Power cost: 12 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belerig the Shockparry (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Dex / +8 Cun / +8 Con Changes resistances penetration: +25% lightning Changes damage: +12% temporal Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 4.5 Power cost: 8 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloomcrack of the Blightspawn (Shrouds) (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Armour: +5 Effects on melee hit: * 20% chance to reduce armor by 70% Effects when hit in melee: * 24% chance to reduce strength, dexterity, and constitution by 60 * 36% chance to reduce damage dealt by 58% Changes stats: +10 Dex / +4 Cun / +13 Lck Changes resistances: +15% lightning Changes resistances penetration: +10% acid / +20% lightning Changes damage: +6% acid Stealth bonus: +13 Spellpower: +16 (+1 eff.) Mindpower: +16 (+1 eff.) Light radius: +3 Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 4.5 Power cost: 8 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Phoenixclamor (Madness) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Dex / +9 Mag / +9 Wil / +12 Cun Changes resistances: +26% temporal / +30% darkness / +3% fire Changes resistances penetration: +20% darkness / +17% temporal Changes damage: +3% fire Physical save: +9 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +12 (+2 eff.) Lowers spell cool-downs by: 10% Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% 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. |
The Black Boots (Shrouds) (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. Curse of Shrouds "It's a treacherous road to the top of the world." |
pair of dwarven-steel boots 'Blackpyre' (Misfortune) (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 fire Changes stats: +5 Wil / +8 Cun / +4 Con Changes resistances: +18% darkness Changes resistances penetration: +15% darkness / +15% fire Physical save: +11 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +26 (+4 eff.) Maximum hate: +10.00 Mindpower: +15 (+1 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (Misfortune) (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 70% Mag, 86% Cun, 86% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Misfortune Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Gloraretta (Madness) (25 def, 18 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +18 Defense: +25 (+3 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to slow global speed by 107% Changes stats: +4 Cun Changes resistances: +9% acid / +6% fire / +10% darkness Changes resistances penetration: +15% physical Changes damage: +15% physical Spell save: +6 (+1 eff.) Infravision radius: +3 When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 86% Wil, 50% Mag, 86% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +8 darkness Curse of Madness It can be used to activate talent Track, placing all other charms into a 8 cooldown : Effective talent level: 5.2 Power cost: 8 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 8 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets of dexterity (+5) (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +24 (+3 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 9 acid / 7 fire / 8 cold / 10 lightning Changes stats: +5 Dex / +3 Mag / +3 Wil When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 86% Wil, 50% Mag, 86% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +11 ice / +24 fire / +18 acid / +22 lightning Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Sparkbile' (Madness) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 15 cold Changes resistances: +6% lightning / +10% cold Changes resistances penetration: +25% lightning Changes damage: +15% arcane / +11% cold Critical mult.: +10.00% Mana each turn: +0.70 Vim when firing critical spell: +2.50 Hate when firing a critical mind attack: +2.00 Spellpower: +42 (+4 eff.) Spell crit. chance: +20% When used to modify unarmed attacks: Base power: 32.5 - 45.5 Uses stats: 86% Wil, 86% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Elemental Bolt (20% chance level 5). Damage (Melee): +28 arcane Damage (radius 2) on crit: +15 ice Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Blazeblast the cashmere wizard hat (Misfortune) (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 2 lightning Changes stats: +8 Cun / +9 Wil Changes resistances: +3% light / +18% fire Changes resistances penetration: +20% light Changes damage: +12% fire Mental save: +16 (+2 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +5% Light radius: +2 Curse of Misfortune It can be used to activate talent Hateful Whisper, placing all other charms into a 8 cooldown : Effective talent level: 7.2 Power cost: 8 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 1341 Mind damage and spreads amongst your foes, dealing damage and feeding you 6.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 40% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Ce'Nuna the voratun helm (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +10 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +5 Str / +21 Wil Changes resistances: +24% blight Critical mult.: +5.00% Mental save: +35 (+5 eff.) Maximum hate: +6.00 Light radius: +2 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of Knowledge (Shrouds) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +10% arcane / +15% light / +15% mind Life regen: +2.00 It can be used without being worn. Curse of Shrouds It can be used to sense the presence of unique objects Activation costs 10 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
Sleetsun the elven-silk wizard hat (Shrouds) (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 fire Changes stats: +7 Cun / +25 Wil Changes resistances: +27% cold Changes resistances penetration: +15% fire Changes damage: +6% lightning / +18% cold / +12% fire Physical save: +26 (+3 eff.) Mindpower: +6 (+0 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
Yvinn the Cinderroar (Corpses) (0 def, 9 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+3 eff.) Physical crit. chance: +8.0% Armour: +9 Fatigue: +5% Changes stats: +4 Dex / +3 Cun / +17 Lck Changes resistances: +25% mind / +15% nature Changes damage: +12% fire Reduces incoming crit damage: 10.00% Spell save: +10 (+2 eff.) Mental save: +30 (+4 eff.) Confusion immunity: +50% Maximum life: +110.00 Spell crit. chance: +6% Mental crit. chance: +8% Healing mod.: +20% Curse of Corpses A cap made of leather. |
drakeskin leather cap 'Shockquarry' (Madness) (0 def, 7 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Damage when hit (Melee): 2 lightning Changes stats: +10 Dex / +7 Mag / +7 Wil Changes resistances: +25% acid / +6% temporal / +9% light / +2% physical / +13% cold / +15% fire / +3% nature / +22% lightning Changes damage: +20% blight / +20% arcane Disarm immunity: +29% Only die when reaching: -60.00 life Spell crit. chance: +5% Curse of Madness A cap made of leather. |
drakeskin leather hat 'Prismjeer' (Shrouds) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 74 Changes stats: +12 Str / +5 Wil / +5 Cun / +6 Con Changes resistances: +3% mind / +15% fire / +3% light / +14% cold Physical save: +15 (+2 eff.) Mental save: +28 (+4 eff.) Light radius: +2 Curse of Shrouds It can be used to activate talent Battle Cry, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 7, lowering their Defense by 31 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
drakeskin leather hat 'Scabflash' (Corpses) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 nature Changes stats: +11 Str / +25 Dex Changes resistances: +25% darkness / +6% blight Changes resistances penetration: +20% blight / +15% nature Light radius: +4 Infravision radius: +8 Skullcracker multiplicator: +3 Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 6.8 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 5762.1 Physical damage. If the attack hits, the target is confused (49% effect) for 6 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. |
rough leather cap 'Cuthegaleg' (Madness) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag Changes resistances: +6% blight / +6% cold Allows you to breathe in: water Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+1 eff.) Spell crit. chance: +1% Healing mod.: +10% Curse of Madness A cap made of leather. |
voratun mail armour 'Brenyyahor' (Madness) (5 def, 20 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +18% Effects on melee hit: * 33% chance to reduce armor by 70% Changes stats: +4 Dex / +7 Wil / +3 Cun / +10 Con Changes resistances: +6% acid / +11% fire / -19% light / +15% darkness Critical mult.: +15.00% Physical save: +24 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Life regen: +11.00 Maximum life: +80.00 Maximum hate: +10.00 Mindpower: +10 (+1 eff.) Light radius: +2 Healing mod.: +18% Curse of Madness A suit of armour made of mail. |
Blindfist of the Blightspawn (Nightmares) (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +32% Effects when hit in melee: * 32% chance to reduce strength, dexterity, and constitution by 60 * 31% chance to reduce damage dealt by 58% Changes stats: +7 Str / +2 Wil / +10 Con Changes resistances: +9% physical / -14% light / +10% fire / +8% arcane / +23% darkness Changes damage: +3% nature Physical save: +9 (+1 eff.) Spell save: +21 (+3 eff.) Mental save: +8 (+1 eff.) Psi when hit: +0.04 Light radius: +5 Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 5.2 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 8 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
voratun plate armour 'Blindkarma' (Madness) (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Infused by nature Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Effects on melee hit: * 20% chance to reduce all saves and defense by 74 Damage when hit (Melee): 4 light Changes stats: +15 Str / +8 Mag / +8 Wil Changes resistances: +49% blight / +15% physical / +47% darkness / +20% nature Light radius: +4 See invisible: +3 Curse of Madness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 5.2 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 8 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Arkul's Siege Arrows (14/14, 68-95 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 121% Wil, 50% Mag, 58% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Hornet Stingers (10/20, 18-25 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 98% Wil, 50% Mag, 81% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Quiver of the Sun (25/25, 34-47 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 98% Wil, 70% Mag, 69% Cun Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
The Titan's Quiver (18/18, 62-86 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 121% Wil, 50% Mag, 58% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
quiver of ash arrows 'Shadehacker' (22/22, 20-28 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 98% Wil, 81% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 22 Turns elapse between self-loadings: 1 Damage (Ranged): +4 darkness Damage (radius 1) on hit: +20 darkness / +11 fire Arrows are used with bows to pierce your foes to death. |
2 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2265 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. |
7 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
18 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Glimmerspire (Misfortune) (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +3 Str / +3 Mag / +3 Wil Changes damage: +6% light Critical mult.: +15.00% Maximum life: +75.00 Maximum stamina: +42.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
Infernobiter the dwarven-steel pickaxe (Nightmares) (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -11% Effects on melee hit: * 20% chance to reduce armor by 70% Changes stats: +7 Str Changes resistances: +12% fire Changes resistances penetration: +10% acid Maximum life: +21.00 Maximum stamina: +21.00 When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (Misfortune) (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig Curse of Misfortune It can be used to activate talent Earthquake (costing 15 power out of 30/30) : Effective talent level: 7.2 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 377.94 physical damage in a radius of 5 each turn for 9 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Skyswift the iron pickaxe (Corpses) (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +1 Str Changes resistances: +6% lightning / +6% fire Disarm immunity: +10% Life regen: +4.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
Weepvile the dwarven-steel pickaxe (Shrouds) (dig speed 16 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +1 Con Changes resistances: +18% lightning / +6% nature / +3% darkness / +12% blight Changes damage: +10% fire / +10% mind / +6% nature Spell save: +18 (+3 eff.) Mental save: +8 (+1 eff.) When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
Zanomadelach (Nightmares) (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight Changes stats: +1 Str / +8 Mag / +1 Wil Vim when firing critical spell: +1.00 Maximum life: +21.00 Maximum stamina: +16.00 Spellpower: +5 (+0 eff.) When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Yarenik' (Misfortune) (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% cold Changes resistances penetration: +10% mind Blindness immunity: +10% Infravision radius: +1 Healing mod.: +15% When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of the Iron Throne (Nightmares) (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Maximum life: +21.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (Madness) (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
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. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
13 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 When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem ArmPowered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul Activation costs 36 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Qog's Essentials (Corpses)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Activating this item is instant. Curse of Corpses It can be used to Gain a random beneficial effect Activation costs 15 power out of 30/30. A hypospray full of ...something. There is no telling what you're injecting yourself with. |
Stimulus (Shrouds)Powered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+1 eff.) Changes stats: +5 Cun Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Activating this item is instant. Curse of Shrouds It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack Activation costs 2 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
DĂșathedlen Heart (Madness)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). Curse of Madness This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl (Misfortune)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 Curse of Misfortune It can be used to activate talent Tidal Wave (costing 38 power out of 150/150) : Effective talent level: 7.2 Power cost: 38 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 8, doing 178.16 cold damage and 223.29 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 15 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Flowerpython the dwarven lantern (Corpses)Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +3 Str / +8 Mag / +5 Wil / +2 Con Changes resistances: +15% light / +9% nature Changes damage: +15% darkness Damage affinity(heal): +5% darkness Blindness immunity: +45% Confusion immunity: +28% Equilibrium when hit: +0.20 Spellpower: +17 (+2 eff.) Light radius: +13 Infravision radius: +5 See stealth: +22 See invisible: +24 Curse of Corpses It can be used to activate talent Moonlight Ray, placing all other charms into a 4 cooldown : Effective talent level: 7.2 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 1638.81 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Pitchbearer (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 58% Changes stats: +6 Con Changes resistances: +13% blight / +3% cold / +3% darkness / +3% temporal Changes resistances penetration: +10% darkness / +15% temporal Changes damage: +6% cold / +9% temporal Blindness immunity: +50% Confusion immunity: +28% Life regen: +14.00 Maximum life: +80.00 Light radius: +10 See stealth: +25 See invisible: +25 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 19 cooldown : Effective talent level: 8.2 Power cost: 19 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 67 for 10 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Spectral Cage (Shrouds)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+1 eff.) Light radius: +5 Curse of Shrouds It can be used to release a will o' the wisp that will explode against your foes for 1147 cold damage (based on your Magic) Activation costs 10 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Tundrapain the brass lantern (Madness)Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +4 Cun Mental save: +6 (+1 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.04 Maximum psi: +20.00 Mental crit. chance: +1% Light radius: +3 See stealth: +6 See invisible: +5 Curse of Madness 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. |
Voryba the Tidepiercer (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+0 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 74 Damage when hit (Melee): 6 mind / 2 cold Changes stats: +5 Wil Changes resistances penetration: +25% mind Critical mult.: +18.00% Physical save: +9 (+1 eff.) Light radius: +8 Healing mod.: +15% Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
alchemist's lamp 'Xolrada' (Madness)Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +7 Str / +6 Dex / +16 Cun Critical mult.: +24.82% Spell save: +15 (+2 eff.) Mana when firing critical spell: +2.48 Spellpower on spell critical (stacks up to 3 times): +12 Spell crit. chance: +4% Light radius: +8 Curse of Madness A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern (Nightmares)2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 Curse of Nightmares A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Isunor' (Corpses)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 74 Changes stats: +9 Con Changes resistances: +7% blight / +3% all Spell save: +12 (+2 eff.) Mental save: +21 (+3 eff.) Life regen: +13.00 Mental crit. chance: +9% Light radius: +5 See stealth: +23 See invisible: +25 Curse of Corpses Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Strikesear' (Corpses)Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 (+1 eff.) Changes stats: +2 Con / +7 Wil Changes resistances: +3% all Changes damage: +9% lightning / +12% physical Critical mult.: +20.00% Physical save: +10 (+1 eff.) Spell save: +14 (+2 eff.) Mental save: +12 (+2 eff.) Maximum life: +60.00 Light radius: +5 Healing mod.: +30% Curse of Corpses Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift (Shrouds)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. Curse of Shrouds It can be used to activate talent Animate Blade (costing 8 power out of 25/25) : Effective talent level: 6.5 Power cost: 8 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eternity's Counter (Nightmares)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Curse of Nightmares It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 10 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Eye of the Dreaming One (Corpses)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses It can be used to activate talent Sleep (costing 10 power out of 25/25) : Effective talent level: 5.9 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 59 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. |
Fortune's Eye (Corpses)Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+1 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 Curse of Corpses It can be used to activate talent Track (costing 9 power out of 35/35) : Effective talent level: 5.2 Power cost: 9 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 55 for 8 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Imp Claw (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 Curse of Shrouds It can be used to activate talent Flame (costing 5 power out of 9/9) : Effective talent level: 4.5 Power cost: 5 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 1950.58 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot (Corpses)Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Corpses 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 5 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
48 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
31 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
24 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 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% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 2653.96 fire damage (based on Magic) Activation costs 24 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (2/2)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 15 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (2/2)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 330% of the healing done. This effect scales with your Magic stat. Activation costs 36 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (4/4)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 95 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. |
Rod of Spydric Poison (2/2)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 2147.19 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 12 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Frozen Shards (25/25, 32-38 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 50% Mag, 131% Cun Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Spider's Fangs (20/20, 22-26 power, 8 apr)Requires: - Dexterity 24 Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 22.0 - 26.4 Uses stats: 40% Wil, 50% Mag, 131% Cun Damage type: Nature Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Thundercrack (16/16, 35-42 power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 35.0 - 42.0 Uses stats: 40% Wil, 50% Mag, 131% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
perfect alchemist's helperPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes damage: +25% acid / +25% fire / +25% nature / +25% blight Tinkers can be attached to normal items to improve them with steam power! |
powerful second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Poison immunity: +50% Disease immunity: +50% Cut immunity: +50% Life regen: +6.00 Tinkers can be attached to normal items to improve them with steam power! |
voratun power distributorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Stamina each turn: +0.50 Mana each turn: +0.50 Psi each turn: +0.50 Tinkers can be attached to normal items to improve them with steam power! |
voratun voltaic sentryPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Talent granted: +5 Voltaic Sentry Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+2 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Telekinetic Core (Shrouds)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+1 eff.) Mindpower: +3 (+0 eff.) Curse of Shrouds It can be used to activate talent Psionic Pull (costing 9 power out of 35/35) : Effective talent level: 4.5 Power cost: 9 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 441 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt (Madness)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. Curse of Madness This torque feels tingly to the touch, but seems to enhance your thinking. |
Honeywood Chalice (Corpses)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+1 eff.) Life regen: +0.15 Healing mod.: +10% Curse of Corpses This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Lorochak the yew totem of healing (Madness) [power 236] (8 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 armor by 70% Changes resistances: +3% acid Changes damage: +12% blight Curse of Madness It can be used to heal yourself and all friendly characters within 10 spaces for 236 Activation puts all charms on cooldown for 8 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Increase all damage by 13% for 2 turns. * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Persistent Will (Misfortune)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+1 eff.) Curse of Misfortune It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 12 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
The Guardian's Totem (Madness)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 107% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+3 eff.) Mindpower: +8 (+0 eff.) Curse of Madness It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 24 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life (Nightmares)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+0 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. Curse of Nightmares It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 5 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
7 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand (Nightmares)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+2 eff.) Light radius: +2 Curse of Nightmares It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 999 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 17 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Void Shard (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) Curse of Corpses It can be used to release a radius 2 burst of void energy at up to range 5, dealing 422.28 temporal and 971.09 darkness damage (based on Magic) Activation costs 10 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
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 15 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. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
25 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
33 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
42 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Nil the Lich Adventurer level 44
41st Pyre 123rd year of Ascendancy at 07:26 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nil the Wrathwrought Adventurer level 29
44th Haze 122nd year of Ascendancy at 08:37 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Nil the Lich Adventurer level 42
12nd Pyre 123rd year of Ascendancy at 08:21 see stats
Anti-Antimagic! (Madness (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Nil the Wrathwrought Adventurer level 33
1st Decay 122nd year of Ascendancy at 11:44 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By Nil the Lich Adventurer level 50
11st Haze 123rd year of Ascendancy at 06:20 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Nil the Lich Adventurer level 50
8th Flare 123rd year of Ascendancy at 12:34 see stats
Back and there again (Madness (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Nil the Lich Adventurer level 50
10th Haze 123rd year of Ascendancy at 13:39 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Nil the Lich Adventurer level 50
3rd Summertide 123rd year of Ascendancy at 16:09 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Nil the Lich Adventurer level 50
2nd Regrowth 124th year of Ascendancy at 10:05 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nil the Lich Adventurer level 50
10th Regrowth 124th year of Ascendancy at 11:41 see stats
Demonic Invasion (Madness (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Nil the Lich Adventurer level 50
54th Haze 123rd year of Ascendancy at 06:50 see stats
Destroyer of the creation (Madness (Roguelike) difficulty)
Killed Slasul.By Nil the Lich Adventurer level 50
14th Haze 123rd year of Ascendancy at 18:25 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Nil the Lich Adventurer level 46
44th Pyre 123rd year of Ascendancy at 14:53 see stats
Dethroned (Madness (Roguelike) difficulty)
Vanquished the Glass Golem without letting it use the glass throne to heal.By Nil the Lich Adventurer level 50
3rd Allure 124th year of Ascendancy at 08:41 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Nil the Wrathwrought Adventurer level 36
14th Regrowth 123rd year of Ascendancy at 10:07 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun.By Nil the Lich Adventurer level 50
69th Haze 123rd year of Ascendancy at 04:40 see stats
Entropy's End (Madness (Roguelike) difficulty)
Destroyed the Hypostasis of Entropy.By Nil the Lich Adventurer level 50
7th Regrowth 124th year of Ascendancy at 09:39 see stats
Evil denied (Madness (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Nil the Lich Adventurer level 50
4th Regrowth 124th year of Ascendancy at 08:58 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Nil the Wrathwrought Adventurer level 23
76th Dusk 122nd year of Ascendancy at 06:53 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nil the Wrathwrought Adventurer level 33
64th Haze 122nd year of Ascendancy at 12:49 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Nil the Wrathwrought Adventurer level 21
70th Dusk 122nd year of Ascendancy at 07:43 see stats
Fear of Fours (Madness (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Nil the Lich Adventurer level 50
1st Regrowth 124th year of Ascendancy at 13:39 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Nil the Lich Adventurer level 50
14th Haze 123rd year of Ascendancy at 20:01 see stats
Gem of the Moon (Madness (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Nil the Lich Adventurer level 50
2nd Allure 124th year of Ascendancy at 22:56 see stats
Got eggs? (Madness (Roguelike) difficulty)
Finish the Pikataclysm event.By Nil the Lich Adventurer level 43
34th Pyre 123rd year of Ascendancy at 12:53 see stats
Guiding Hand (Madness (Roguelike) difficulty)
Saved all escorted adventurers.By Nil the Lich Adventurer level 44
43rd Pyre 123rd year of Ascendancy at 11:25 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nil the Wrathwrought Adventurer level 29
44th Haze 122nd year of Ascendancy at 08:23 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Nil the Lich Adventurer level 50
8th Flare 123rd year of Ascendancy at 13:36 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Nil the Wrathwrought Adventurer level 35
5th Decay 122nd year of Ascendancy at 23:35 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Nil the Wrathwrought Adventurer level 10
2nd Summertide 122nd year of Ascendancy at 11:39 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Nil the Wrathwrought Adventurer level 20
51st Dusk 122nd year of Ascendancy at 12:45 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Nil the Wrathwrought Adventurer level 30
45th Haze 122nd year of Ascendancy at 19:51 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Nil the Wrathwrought Adventurer level 40
68th Regrowth 123rd year of Ascendancy at 21:06 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Nil the Lich Adventurer level 50
75th Pyre 123rd year of Ascendancy at 21:25 see stats
Lichform (Madness (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Nil the Lich Adventurer level 40
10th Pyre 123rd year of Ascendancy at 20:57 see stats
Myths of an age past (Madness (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Nil the Wrathwrought Adventurer level 29
44th Haze 122nd year of Ascendancy at 08:37 see stats
Orcrist (Madness (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Nil the Lich Adventurer level 50
3rd Decay 123rd year of Ascendancy at 13:30 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Nil the Wrathwrought Adventurer level 35
13rd Regrowth 123rd year of Ascendancy at 16:01 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By Nil the Wrathwrought Adventurer level 38
16th Regrowth 123rd year of Ascendancy at 03:04 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Nil the Lich Adventurer level 50
62nd Haze 123rd year of Ascendancy at 19:18 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Nil the Wrathwrought Adventurer level 24
32nd Haze 122nd year of Ascendancy at 05:13 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Nil the Wrathwrought Adventurer level 21
70th Dusk 122nd year of Ascendancy at 05:11 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Nil the Lich Adventurer level 50
1st Summertide 123rd year of Ascendancy at 04:20 see stats
Tactical master (Madness (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Nil the Lich Adventurer level 50
4th Regrowth 124th year of Ascendancy at 08:58 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Nil the Wrathwrought Adventurer level 29
44th Haze 122nd year of Ascendancy at 08:37 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Nil the Wrathwrought Adventurer level 2
75th Pyre 122nd year of Ascendancy at 14:20 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Nil the Wrathwrought Adventurer level 7
4th Mirth 122nd year of Ascendancy at 05:42 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Nil the Wrathwrought Adventurer level 29
44th Haze 122nd year of Ascendancy at 08:37 see stats
The Sun Still Shines (Madness (Roguelike) difficulty)
Aeryn survived the last battle.By Nil the Lich Adventurer level 50
4th Regrowth 124th year of Ascendancy at 08:58 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Nil the Wrathwrought Adventurer level 25
42nd Haze 122nd year of Ascendancy at 04:44 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Nil the Wrathwrought Adventurer level 19
50th Dusk 122nd year of Ascendancy at 19:48 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Nil the Wrathwrought Adventurer level 27
43rd Haze 122nd year of Ascendancy at 04:21 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Nil the Lich Adventurer level 50
20th Dusk 123rd year of Ascendancy at 03:20 see stats
They Came From Outer Space! (Madness (Roguelike) difficulty)
Discovered the true origin of dwarves and drems.By Nil the Wrathwrought Adventurer level 29
44th Haze 122nd year of Ascendancy at 08:37 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Nil the Wrathwrought Adventurer level 25
32nd Haze 122nd year of Ascendancy at 17:30 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nil the Wrathwrought Adventurer level 13
9th Flare 122nd year of Ascendancy at 17:28 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Nil the Lich Adventurer level 41
12nd Pyre 123rd year of Ascendancy at 00:49 see stats
Well trained (Madness (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Nil the Lich Adventurer level 47
55th Pyre 123rd year of Ascendancy at 00:23 see stats
You were not supposed to see that! (Madness (Roguelike) difficulty)
Read a Forbidden Tome.By Nil the Lich Adventurer level 50
3rd Allure 124th year of Ascendancy at 00:15 see stats
Log
Saving done.
Saving game...
Saving done.
There is an item here: Scorched Boots (Madness) (4 def, 4 armour)
There is an item here: Shoes of Moving Quickly (Nightmares) (10 def, 12 armour)
There is an item here: Cinderfeet (Shrouds) (3 def, 5 armour)
There is an item here: Aetherwalk (Corpses) (6 def, 0 armour)
There is an item here: Wanderer's Rest (Madness) (4 def, 0 armour)
There is an item here: Unbreakable Greaves (Misfortune) (8 def, 20 armour)
There is an item here: Steam Powered Boots (Madness) (8 def, 15 armour)
There is an item here: Shoes of Moving Slowly (Misfortune) (0 def, 0 armour)
There is an item here: Boots of the Hunter (Nightmares) (2 def, 12 armour)
There is an item here: Ureslak's Molted Scales (Shrouds) (0 def, 0 armour)
There is an item here: Threads of Fate (Misfortune) (10 def, 0 armour)
There is an item here: Jetpack (Madness) (10 def, 0 armour)
There is an item here: Fearfire Mantle (Shrouds) (14 def, 0 armour)
There is an item here: Ethereal Embrace (Nightmares) (10 def, 0 armour)
There is an item here: Wrap of Stone (Corpses) (0 def, 0 armour)
There is an item here: Serpentine Cloak (Misfortune) (20 def, 0 armour)
There is an item here: Destala's Scales (Madness) (10 def, 0 armour)
There is an item here: Cloth of Dreams (Shrouds) (10 def, 0 armour)
There is an item here: Cloak of Daggers (Misfortune) (10 def, 0 armour)
There is an item here: blink rune of the wizard (range 19; phase 57; cd 14)
There is an item here: biting gale rune of the wizard (damage 1321; dur 4; cd 16)
There is an item here: acid wave rune of the sneak (damage 1494; dur 4; cd 16)



































































































































































































































































































































































































































































































































































































































