











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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.
Escorts Enhanced CN 1.5.10Escorts Enhanced Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ancient-Automated-Teacher PLUS 1.7.4Ancient-Automated-Teacher PLUS! Our AAT(Ancient-Automated-Teacher) provides wider use of tinkering: - Spawn entrance the tinker's master cave without escort quest
- Re-Add hand tinker: 1H Weapon Automaton This addon also support KOREAN Translation!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 48 / 26% |
Size | big |
Lifes / Deaths | Killed by Hulk's Inner Demon at level 47 on the 18th Pyre 125th year of Ascendancy at 16:02 6 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 92.272733630532 (base 65) |
Dexterity | 48.545467261063 (base 16) |
Constitution | 62.545467261063 (base 10) |
Magic | 14.272733630532 (base 8) |
Willpower | 111.54546726106 (base 65) |
Cunning | 108.54546726106 (base 62) |
Resources
Hate | 103/120 |
Equilibrium | 32 |
Life | 1731/1731 |
Steam | 100/100 |
Stamina | 495/495 |
Psi | 222/222 |
Healing Factor | 1.6496899689094 |
Regeneration | 18.55901215023 |
Speed
Mental | +30% |
Attack | 0% |
Movement | +35% |
Spell | 0% |
Global | +137.21501642234% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 10 |
See Invisible | 20.545467261063 |
Stealth | 65 |
Offense: Mainhand
Damage | 176 |
Accuracy | 69 |
Crit Chance | 108% |
APR | 34 |
Speed | 0.77 |
Offense: Offhand
Damage | 99 |
Accuracy | 69 |
Crit Chance | 105% |
APR | 36 |
Speed | 0.77 |
Offense: Spell
Spellpower | 32 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 89 |
Crit Chance | 66% |
Speed | 1 |
Offense: Damage Bonus
Acid | -1% |
Lightning | +3% |
Nature | +17% |
Darkness | +18% |
Physical | +21% |
Mind | -5% |
All | -17% |
Offense: Damage Penetration
All | +32% |
Defense: Base
Armour (hardiness) | 28 (53.292302510663%) |
Defense | 76 |
Ranged Defense | 76 |
Fatigue | 0 |
Physical Save | 48 |
Spell Save | 36 |
Mental Save | 53 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 31%( 70%) |
Physical | + 18%( 74%) |
Cold | + 22%( 70%) |
All | + 13%( 70%) |
Darkness | + 51%( 80%) |
Light | + 57%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 43%( 70%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 41% |
Fear Resistance | 38% |
Poison Resistance | 60% |
Blind Resistance | 20% |
Disarm Resistance | 100% |
Bleed Resistance | 60% |
Teleport Resistance | 100% |
Pinning Resistance | 67% |
Instadeath Resistance | 100% |
Knockback Resistance | 99% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 665 life over 5 turns. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 50%. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1045% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 171% efficiency and cooldown mod of 53%. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.60 |
| 2/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Cursed / Predator | 1.50 |
| 2/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Cursed / Endless hunt | 1.50 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cursed / Slaughter | 1.50 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Savage Hunter |
talent | Stalk |
talent | Gloom |
talent | Cleave |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.3)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +7% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +4 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey- Kor's Fury 20% Received damage reduction against: - Ghost |
detrimental effect | The target is cursed, reducing all damage done by 28%. Curse of Impotence |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +17 Darkness Resistance, +10% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 16% 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 16% for 3 turns. |
detrimental effect | Cannot heal higher than 1731 life. Blood Lock |
detrimental effect | All damage decreased by 10%. Dazzled |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.3): 2%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +8 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 52 mind and 64 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 2%) of triggering a radius 6 nightmare (summon Terrors and chances to slow, deal 85 Mind damage, and deal 106 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | You gain 30% resistance against light and fire. Resolve |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.3)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +3 Strength, +3 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 23 turns, retch (level 1) when you fall below 41% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target's combat attack and crit chance are improved by 34 and 17%, respectively. Perfect control |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is hexed. Each time it uses an ability it takes 187.50 fire damage, and talent cooldowns are increased by 84% plus 1 turn. Burning Hex |
beneficial effect | Stalking Kor's Fury. Bonus level 1: +30 accuracy, +13% melee damage, +0.50 hate/turn prey was hit. Stalking 331/3939 +1 |
beneficial effect | Increases defense by 16. Mobile Defense |
beneficial effect | Increases global speed by 37%. Quick |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+39% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+14% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% 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 |
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 gruesome experiments. | 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 again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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 Shax 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 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: 319. | 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. You have been shown a secret entrance to his stronghold. * 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 |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Phys.save +15 (+5 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Pinning- +25% Stun/Frz- +40% Knockbk- +25% Teleport- +100% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Curse of Misfortune Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Quiver | ![]() 3.0 T4 arrow ammo [Rare] Psionic Power 44.0 - 61.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 Rld cld 6 Ranged+ +20 light +20 cold +30 mind On Crit.r2 +20 cold On Hit: * 20% chance to slow global speed by 75% * 45% chance to reduce all saves and defense by 46 Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +6% nature +25% darkness Res.pen +12% all Apr +15 On Hit (Melee): * 20% chance to slow global speed by 75% ----- def ----- Resists +6% nature Max.HP +73.00 ---------- misc Equi/ret +0.04 Max.psi +20.00 Light +6 Infravis +10 See.Invis +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+5 eff.) Mind.pwr +15 (+3 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical Acc +25 (+7 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Light +7 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 Curse of Shrouds This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+0 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +140% ---------- misc Talents +5 Iron Grip Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Curse of Misfortune Mindhook: Level 5.5 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | ![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +1% Phys.pwr +10 (+2 eff.) Spell.pwr +13 (+6 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +16% acid +7% all ----- def ----- Armour +8 Resists +41% acid +6% darkness Max.HP +42.00 Blind- +20% Disarm- +28% Pinning- +42% Knockbk- +36% Def/telep +15 Res/telep +15% Dur/telep +15% Curse of Corpses Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% Curse of Nightmares This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] While equipped: Stats +5 Str +13 Dex +5 Mag +5 Wil +13 Cun +30 Con dps ---------- Mov.spd +15% Dmg.mod +20% lightning ----- def ----- Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Ignore.dmg +8% Affinity +20% lightning Amulets make your neck look great! This item has been sent to the Item's Vault. |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Hit: * flashes light on your target dealing 100 damage While equipped: dps ---------- Phys.crit +20.0% Crit.mult +12.00% Phys.spd +20% ----- def ----- Defense +40 (+9 eff.) Atk.evade +10% Curse of Corpses This very thin sword cuts through the air with ease, allowing remarkably quick movement. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Phys.crit +8.0% Mind.crit +8% Dmg.mod +12% mind Melee Ret 4 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 46 ----- def ----- Armour +4 Phys.save +9 (+3 eff.) Die.at -80.00 life Curse of Nightmares A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 waraxe 1H weapon [Ego++] Master Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * flashes light on your target dealing 96 damage On Crit: * Wound the target dealing 307 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Dex dps ---------- Phys.crit +12.0% Crit.mult +9.00% Phys.pwr +13 (+3 eff.) Phys.spd +10% Acc +20 (+5 eff.) Curse of Nightmares One-handed war axes. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +10.0% Mind.crit +10% Mind.pwr +20 (+4 eff.) Melee+ 30 mind 30 darkness Dmg.mod +4% all Melee Ret 30 mind 30 darkness ----- def ----- Defense +14 (+3 eff.) Resists +20% light +20% fire +10% darkness +10% mind Mind.save +10 (+3 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness 3 Curse of Madness 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. This item has been sent to the Item's Vault. |
Main armor | ![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) Resists +15% all HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Punishments +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. This item has been sent to the Item's Vault. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 3 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 150% efficiency and cooldown mod of 62%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 3 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 120% efficiency and cooldown mod of 56%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 3 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 129% efficiency and cooldown mod of 52%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 3 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 210% efficiency and cooldown mod of 88%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. This item has been sent to the Item's Vault. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 3 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 232% efficiency and cooldown mod of 94%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 3 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 87%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 276 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 47 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -874 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 874 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 51 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -488 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 488 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 60 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -768 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 768 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 859% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1080% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 734 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +7 Cun +6 Lck dps ---------- Dmg.mod +6% light Acc +8 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 12% ---------- misc Light +2 Infravis +3 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 3.9 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 534 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+6 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... 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. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +10% acid +25% fire +20% darkness On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Resists +13% mind Confus- +26% Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Con dps ---------- Res.pen +26% arcane Acc +10 (+3 eff.) ----- def ----- Armour +6 Resists +31% lightning +3% physical +16% mind ---------- misc Stam/turn +3.11 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Wil +4 Con dps ---------- Melee Ret 10 blight ----- def ----- Resists +12% cold +17% light +17% darkness Phys.save +12 (+4 eff.) Max.HP +55.00 HP.reg +7.00 Blind- +37% ---------- misc Light +2 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +6 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Ego++] Master/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +8 (+1 eff.) ----- def ----- Mind.save +12 (+4 eff.) Confus- +17% ---------- misc Masteries +0.39 Steamtech/Physics +0.39 Cursed/Cursed form Amulets make your neck look great! This item has been sent to the Item's Vault. |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Spell.pwr +20 (+9 eff.) Melee+ 5 physical Ranged+ 8 physical Dmg.mod +3% blight On Hit (Melee): * 11% chance to reduce all saves and defense by 46 On Hit (Ranged): * 10% chance to reduce all saves and defense by 46 ----- def ----- Resists +15% fire ---------- misc Mana/turn +0.08 Hate/m.crit +1.00 Max.hate +6.00 Curse of Shrouds Bleeding Edge: Puts all charms on 20 cooldown Level 3.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +3 Cun +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 9 physical Ranged+ 14 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 46 On Hit (Ranged): * 12% chance to reduce all saves and defense by 46 ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Curse of Misfortune Bleeding Edge: Puts all charms on 20 cooldown Level 5.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+2 eff.) Phys.save +6 (+2 eff.) Curse of Misfortune Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 178% 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. Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Str +9 Dex +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +11 (+2 eff.) Spell.pwr +14 (+7 eff.) Mind.pwr +14 (+3 eff.) Dmg.mod +9% physical +6% all Melee Ret 6 physical Curse of Corpses Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% Curse of Madness This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+2 eff.) Curse of Shrouds Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 178% 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. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 103.92 Curse of Misfortune You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning ----- def ----- Resists +36% lightning +9% temporal +18% light +12% fire +9% acid Phys.save +15 (+5 eff.) Knockbk- +20% Curse of Corpses Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +3 Str +6 Dex +5 Mag +11 Wil +17 Cun dps ---------- Mind.pwr +12 (+2 eff.) Dmg.mod +15% cold ----- def ----- Resists +9% darkness ---------- misc Light +3 Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Mag +6 Wil -6 Cun dps ---------- Acc +11 (+3 eff.) Apr +11 ----- def ----- Defense +14 (+3 eff.) Resists +11% blight +9% nature +6% light +5% arcane Mind.save +12 (+4 eff.) Poison- +30% Disease- +19% ---------- misc Light +3 Curse of Nightmares Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 178% 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. Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Arcane While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Resists +16% acid +19% fire +16% lightning +18% cold Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +14% lightning ----- def ----- Defense +10 (+2 eff.) Resists +28% lightning Curse of Shrouds Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +4 Con ----- def ----- Spell.save +15 (+6 eff.) ---------- misc Max.stam +35.00 Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Spell.save +15 (+6 eff.) Max.HP +85.00 HP.reg +10.00 Heal.mod +16% ---------- misc Max.stam +20.00 Curse of Corpses Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Normal] Curse of Corpses Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +12 (+3 eff.) Apr +10 ----- def ----- Defense +13 (+3 eff.) Curse of Shrouds Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 178% 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. Rings make your fingers look great! |
![]() 3.0 T4 longsword 1H weapon [Ego++] Nature/Master Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Str +7 Dex +7 Mag +3 Wil +7 Cun +6 Con dps ---------- Phys.crit +10.0% Crit.mult +24.00% Apr +9 Curse of Madness Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master Power 42.0 - 58.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +15.0% Res.pen +12% physical Acc +14 (+4 eff.) Apr +7 Curse of Misfortune Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master Power 40.5 - 56.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Crit.mult +20.00% Res.pen +10% physical Acc +18 (+5 eff.) Apr +20 Curse of Shrouds Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego++] Master/Psionic Power 44.5 - 62.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Con dps ---------- Phys.pwr +7 (+1 eff.) Res.pen +9% physical ----- def ----- Disarm- +21% Curse of Misfortune Blunt and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Nature/Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +7 acid +26 nature On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Res.pen +21% acid +17% nature Apr +9 Curse of Madness One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Disrupt/Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Deals 137 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +12% all Acc +18 (+5 eff.) Apr +8 Curse of Nightmares One-handed war axes. |
![]() 4.0 T5 longbow 2H weapon Reqs Mag 30 Shoot [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+12 eff.) Mov.spd +30% Ranged+ 75 lightning Dmg.mod +25% lightning ----- def ----- Defense +30 (+7 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 54 to 109 lightning damage based on Magic with a chance to inflict Daze. Curse of Corpses This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. This item has been sent to the Item's Vault. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss Curse of Shrouds This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: Stats +5 Cun dps ---------- Crit.mult +16.00% ----- def ----- Resists +9% blight +13% all Max.HP +73.00 HP.reg +1.90 Heal.mod +22% ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Dex +5 Cun +7 Lck dps ---------- Res.pen +25% blight ----- def ----- Crit.chn- 15.00% Stealth +11 Die.at -40.00 life Max.HP +40.00 Heal.mod +20% Cut- +20% ---------- misc T.Disarm +20 Equi/ret +0.20 Hate/m.crit +2.00 Infravis +5 Curse of Misfortune A belt that goes around your waist. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +3 Str +8 Dex +7 Mag +11 Con +15 Lck dps ---------- Dmg.mod +9% lightning +12% temporal Res.pen +26% temporal ----- def ----- Armour +5 Crit.chn- 15.84% Stealth +15 ---------- misc Light +3 Curse of Corpses A pair of boots made of leather. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Curse of Madness Boots. But with steam power! |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% Curse of Misfortune These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.crit +18.0% Spell.crit +9% Mind.crit +7% Crit.mult +10.00% On Melee Ret: * 24 arcane resource burn ----- def ----- Armour +3 Spell.save +15 (+6 eff.) Unarmed combat: Power 34.5 - 38.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +15.0% Atk.spd 100% On Crit: 20% Cripple 5 On Hit: * 23 arcane resource burn Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 green gem [Plot Item] Nature While equipped: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Item imbue powers: Stats +15 Con Resists +10% blight Affinity +15% nature HP.reg +2.00 Heal.mod +30% Stun/Frz- +30% Latent Damage Type: Nature A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+3 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Blind- +58% Cut- +20% Confus- +42% Pinning- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +9 See.Stealth +17 See.Invis +17 Track: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 36 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +15 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 15 radius cone with a 150% chance to blind (based on lite radius), dealing 380.59 darkness damage (based on Mindpower and charge). Uses 10 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. This item has been sent to the Item's Vault. |
![]() 1.0 T5 lite [Ego++] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +12 (+2 eff.) ----- def ----- Defense +11 (+3 eff.) Phys.save +16 (+5 eff.) Spell.save +16 (+6 eff.) Mind.save +29 (+9 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Fatigue -20% ---------- misc Max.enc +50 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to belt When attached: ----- def ----- Defense +10 (+2 eff.) Proj.slow +25% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +10 Crit.chn- 35.00% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: Stats +6 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +30% lightning Stun/Frz- +50% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +20% nature +20% cold Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Stealth +6 ---------- misc Talents +3 Moss Tread Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to head When attached: Stats +10 Cun ----- def ----- Mind.save +15 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to lite When attached: dps ---------- Dmg.mod +16% light ---------- misc Light +4 See.Stealth +8 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
amazing fiery salve [power 36] amazing fiery salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
amazing fiery salve [power 36] amazing fiery salve [power 36]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 50% cooldown modifier. Remove 3 magical effects and grants a fiery aura (36% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great frost salve [power 32] great frost salve [power 32]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 50% cooldown modifier. Remove 2 physical effects and grants a frost aura (32% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
great healing salve [power 449] great healing salve [power 449]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 50% cooldown modifier. Heal 449 Puts Talent Medical Injector on 15 cooldown Medical salve. |
amazing pain suppressor salve [power 457] amazing pain suppressor salve [power 457]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 50% cooldown modifier. Let you fight up to -457 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great unstoppable force salve [power 120] great unstoppable force salve [power 120]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 50% cooldown modifier. Increases all saves by 120 and healing factor by half Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
great water salve [power 32] great water salve [power 32]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 50% cooldown modifier. Remove 2 mental effects and grants a water aura (32% blight, mind and acid affinity). Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+0 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 4.5 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 137 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Defense +30 (+7 eff.) Resists +3% fire Crit.chn- 5.00% HP.reg +2.00 Heal.mod +10% Blind- +20% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +6% darkness +6% physical Acc +25 (+7 eff.) ----- def ----- Die.at -20.00 life Blast the opponent's mind dealing 283 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 21% for 2 turns. 100% to heal for 110. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Hulk the Krog Cursed level 37
54th Dusk 124th year of Ascendancy at 18:08 see stats
By Hulk the Krog Cursed level 29
13rd Pyre 124th year of Ascendancy at 09:50 see stats
By Hulk the Krog Cursed level 35
2nd Summertide 124th year of Ascendancy at 16:23 see stats
By Hulk the Krog Cursed level 19
64th Regrowth 123rd year of Ascendancy at 16:04 see stats
By Hulk the Krog Cursed level 44
4th Allure 125th year of Ascendancy at 06:35 see stats
By Hulk the Krog Cursed level 42
65th Haze 124th year of Ascendancy at 11:06 see stats
By Hulk the Krog Cursed level 41
60th Haze 124th year of Ascendancy at 04:35 see stats
By Hulk the Krog Cursed level 24
21st Dusk 123rd year of Ascendancy at 00:50 see stats
By Hulk the Krog Cursed level 12
18th Dusk 122nd year of Ascendancy at 00:04 see stats
By Hulk the Krog Cursed level 40
56th Haze 124th year of Ascendancy at 14:12 see stats
By Hulk the Krog Cursed level 44
4th Allure 125th year of Ascendancy at 05:14 see stats
By Hulk the Krog Cursed level 19
48th Regrowth 123rd year of Ascendancy at 00:33 see stats
By Hulk the Krog Cursed level 37
72nd Dusk 124th year of Ascendancy at 22:47 see stats
By Hulk the Krog Cursed level 31
25th Pyre 124th year of Ascendancy at 19:36 see stats
By Hulk the Krog Cursed level 39
54th Haze 124th year of Ascendancy at 13:56 see stats
By Hulk the Krog Cursed level 29
59th Haze 123rd year of Ascendancy at 15:10 see stats
By Hulk the Krog Cursed level 43
65th Haze 124th year of Ascendancy at 11:49 see stats
By Hulk the Krog Cursed level 31
24th Pyre 124th year of Ascendancy at 12:01 see stats
By Hulk the Krog Cursed level 10
2nd Flare 122nd year of Ascendancy at 09:05 see stats
By Hulk the Krog Cursed level 20
76th Regrowth 123rd year of Ascendancy at 17:09 see stats
By Hulk the Krog Cursed level 30
17th Pyre 124th year of Ascendancy at 15:40 see stats
By Hulk the Krog Cursed level 40
55th Haze 124th year of Ascendancy at 13:31 see stats
By Hulk the Krog Cursed level 38
39th Haze 124th year of Ascendancy at 17:58 see stats
By Hulk the Krog Cursed level 24
44th Dusk 123rd year of Ascendancy at 18:34 see stats
By Hulk the Krog Cursed level 27
74th Dusk 123rd year of Ascendancy at 19:18 see stats
By Hulk the Krog Cursed level 37
24th Haze 124th year of Ascendancy at 20:43 see stats
By Hulk the Krog Cursed level 25
68th Dusk 123rd year of Ascendancy at 14:24 see stats
By Hulk the Krog Cursed level 40
56th Haze 124th year of Ascendancy at 14:47 see stats
By Hulk the Krog Cursed level 29
13rd Pyre 124th year of Ascendancy at 09:50 see stats
By Hulk the Krog Cursed level 8
3rd Mirth 122nd year of Ascendancy at 09:03 see stats
By Hulk the Krog Cursed level 29
13rd Pyre 124th year of Ascendancy at 09:50 see stats
By Hulk the Krog Cursed level 46
47th Regrowth 125th year of Ascendancy at 01:43 see stats
By Hulk the Krog Cursed level 29
13rd Pyre 124th year of Ascendancy at 09:50 see stats
By Hulk the Krog Cursed level 31
26th Pyre 124th year of Ascendancy at 06:17 see stats
By Hulk the Krog Cursed level 23
28th Pyre 123rd year of Ascendancy at 09:52 see stats
By Hulk the Krog Cursed level 34
1st Summertide 124th year of Ascendancy at 23:37 see stats
Log
Hulk hits Kor's Fury for 214 physical, 16 darkness, 75 nature, 43 mind, 173 light, 104 physical, 16 darkness, (75 ignored), 0 nature, 43 mind, 87 light, (200 ignored), 0 physical, 128 physical, 16 darkness, 75 nature, 43 mind, 16 darkness, 75 nature, 43 mind, 100 physical, 16 darkness, 75 nature, 43 mind (1401 total damage).
Hulk hits Kor's Fury for (5 ignored), 0 nature (0 total damage).
Kor's Fury casts Curse of Impotence.
Hulk harrows Kor's Fury!
Hulk is cursed.
Curse of Nightmares hits Kor's Fury for 41 mind, 33 darkness (75 total damage).
Hulk's mind surges with critical power!
Mindrot hits Kor's Fury for 21 mind, (18 ignored), 0 darkness (21 total damage).
Hulk performs a melee critical strike against Kor's Fury!
Hulk's mind surges with critical power!
Hulk performs a melee critical strike against Kor's Fury!
Kor's Fury is being stalked by Hulk!
Hulk hits Kor's Fury for 294 physical, 14 darkness, 65 nature, 36 mind, 82 light, 115 physical, 14 darkness, 65 nature, 36 mind, 72 light (792 total damage).
Today is the 32nd Pyre of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 13:51.
Hulk hits Kor's Fury for 4 nature damage.
Kor's Fury notices you at the last moment!
Hulk performs a melee critical strike against Kor's Fury!
Hulk performs a melee critical strike against Kor's Fury!
Kor's Fury notices you at the last moment!
Hulk performs a melee critical strike against Kor's Fury!
Hulk hits Kor's Fury for (332 ignored), 0 physical, 14 darkness, (65 ignored), 0 nature, 36 mind, 82 light, 199 physical, 176 physical, 14 darkness, 65 nature, 36 mind, 14 darkness, 65 nature, 36 mind, 72 light (808 total damage).
Hulk's mind surges with critical power!
Hulk uses Agony.
Hulk's mind surges with critical power!
Kor's Fury is writhing in agony!
Mindrot hits Kor's Fury for 20 mind, 17 darkness (37 total damage).
Kor's Fury is no longer being stalked by Hulk.