














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Schematics of Ascendancy 1.7.4Allows schematic-only artifacts from EoR to be learned AoA or Infinite Dungeon. Each one is unlocked randomly by defeating bosses (not elite bosses) above level 20. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Whitehoof Buffs 1.7.4This is an addon that requires the Embers of Rage DLC, it buffs the Whitehoof racial talents in several ways, here is a list of all the changes made: Increases the death momentum charges gained by leveling "Whitehooves" from 1 - 5 to 3 - 7 Should work perfectly fine with addons that make Whitehoof playable in the main campaign too. 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:
Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Schematic Recycling 1.6.6Undoes a small change in release 1.1.5 of the Embers of Rage DLC, allowing schematics to once again be transmogrified via the Transmogrification Chest or melted down in the Automated Portable Extractor. 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.
Allow Respec Anywhere 1.2.3Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Telekinetically Swap Tinkers 1.7.0Applies the existing "Gameplay | Swap tinkers" game option when wielding objects in the telekinetic slot via the Telekinetic Grasp talent, so that attached tinkers will (if requested) be transferred automatically from the old telekinetically-wielded item to the new one. (NOTE: If you are using this addon in conjunction with Use Item Shortcuts, you should upgrade the latter to release 2.13.0 or later. Similarly, if you are using this addon in conjunction with ZOmnibus Addon Pack or ZOmnibus Lite, you should upgrade the latter to release 17.7.4 or later.) Inferno Race Pack 1.7.0Adds a collection of my races. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Abomination Race - Bamboo Edition 1.4.9Adds the undead abomination race. This edition changes the global speed penalty to a heftier movement speed penalty, and fixes crashes from yank out talents. Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Items Vault 1.7.6Donators/Buyers bonus! Command Multiple Staffs 1.7.0Modifies the Command Staff talent to work on a staff wielded in the offhand, psionic focus or other non-mainhand slot. If you are wielding multiple staffs, the talent will prompt you to choose one to modify. Pre-Paid Hiemal Shield 1.7.0If you capture a soul via Soul Leech (or other method) while you are at maximum soul capacity and your Hiemal Shield is depleted, allows you to store the soul in a temporary Hiemal Buffer to be used to pay the soul cost the next time your Hiemal Shield regenerates (normal mana costs still apply). [License note: This addon uses modified versions of images by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Race: Battleborn 1.7.4Adds battleborns as a new subrace. They are combat centric humans. Stat modifiers: +2 Strength, +2 Dexterity, +2 Constitution, +2 Magic, +2 Willpower, and +2 Cunning. Life Rating: 12 Experience Penalty: 10% Racial talent tree: The Unstoppable Fighter - 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 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. No Talent Caps 1.7.6Removes talent level caps. This is balanced to just allow to go beyond level 5 without Infinite Dungeon shenanigans, it doesn't give any advantages or points' Weight: 293587 |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Zilquish |
Class | Doomed |
Level / Exp | 50 / 11657% |
Size | big |
Lifes / Deaths | Killed by Doom at level 21 on the 50th Dusk 122nd year of Ascendancy at 11:08 5 / 2Killed by shadow at level 23 on the 1st Time of Equilibrium 122nd year of Ascendancy at 15:05 |
Primary Stats
Strength | 163.00772951565 (base 10) |
Dexterity | 165.0154590313 (base 60) |
Constitution | 176.0154590313 (base 49) |
Magic | 150.00772951565 (base 60) |
Willpower | 168.0154590313 (base 60) |
Cunning | 182.0154590313 (base 60) |
Resources
Mana | 881/1004 |
Life | 2539/2539 |
Soul | 14/14 |
Steam | 80/80 |
Hate | 100/100 |
Psi | 688/688 |
Vim | 86/86 |
Insanity | 3/100 |
Positive | 127/127 |
Stamina | 453/504 |
Equilibrium | 30 |
Healing Factor | 2.5 |
Regeneration | 176.23539832579 |
Speed
Mental | +8.2179352272501% |
Attack | 0% |
Movement | +195.8881679055% |
Spell | +8.2179352272501% |
Global | +165.62626803984% |
Vision
Sight | 10 |
Lite | 22.252370463938 |
Infravision | 23 |
See Invisible | 38.015459031303 |
Stealth | 68 |
ESP Range | 10 |
ESP Kinds | demon/minor, animal/canine, demon/major |
Offense: Mainhand
Damage | 283 |
Accuracy | 92 |
Crit Chance | 105% |
APR | 54 |
Speed | 0.92 |
Offense: Offhand
Damage | 299 |
Accuracy | 92 |
Crit Chance | 106% |
APR | 57 |
Speed | 0.92 |
Offense: Spell
Spellpower | 125 |
Crit Chance | 93% |
Speed | 0.92406124539345 |
Offense: Mind
Mindpower | 111 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +123% |
Blight | +123% |
Arcane | +99% |
Mind | +218% |
All | +57% |
Darkness | +106% |
Light | +121% |
Temporal | +81% |
Physical | +67% |
Lightning | +83% |
Fire | +219% |
Nature | +103% |
Offense: Damage Penetration
Acid | +40% |
Physical | +50% |
Mind | +130% |
All | +30% |
Darkness | +40% |
Light | +103% |
Temporal | +40% |
Fire | +30% |
Lightning | +60% |
Defense: Base
Armour (hardiness) | 185.95210619214 (69.687909656376%) |
Defense | 102 |
Ranged Defense | 102 |
Fatigue | 0 |
Physical Save | 82.28 |
Spell Save | 83.165 |
Mental Save | 87 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 67%( 70%) |
Cold | + 70%( 70%) |
All | + 67%( 70%) |
Physical | + 75%( 75%) |
Lightning | + 70%( 70%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 82%( 82%) |
Fire | + 70%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 18% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Pinning Resistance | 69% |
Instadeath Resistance | 100% |
Knockback Resistance | 74% |
Inscriptions (6/6)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 26.0 steam per turn. Can be activated for an instant burst of 130 steam. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 3 turns and blocking 295 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 32% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 6 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 1278 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse 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 and reflecting at most 1104 damage for 5 turns. Its effects scale with your Magic stat. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 24.4 steam per turn. Can be activated for an instant burst of 122 steam. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Artifice | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Demented / Scourge drake | 1.00 |
| 6 |
| 0 |
| 0 |
| 0 |
Steamtech / Butchery | 1.00 |
| 5 |
| 1 |
| 1 |
| 0 |
Psionic / Solipsism | 1.10 |
| 1 |
| 4 |
| 2 |
| 1 |
Psionic / Psi-fighting | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Cunning / Stealth | 1.00 |
| 2 |
| 1 |
| 1 |
| 0 |
Cursed / Darkness | 1.60 |
| 1 |
| 6 |
| 0 |
| 0 |
Demented / Path of horror | 1.00 |
| 4 |
| 1 |
| 1 |
| 1 |
Wild-gift / Ooze | 1.00 |
| 1 |
| 5 |
| 1 |
| 3 |
Steamtech / Avoidance | 1.00 |
| 5 |
| 1 |
| 5 |
| 0 |
Corruption / Brutality | 1.30 |
| 1 |
| 1 |
| 1 |
| 5 |
Cunning / Dirty fighting | 1.00 |
| 1 |
| 1 |
| 0 |
| 0 |
Celestial / Radiance | 1.00 |
| 5 |
| 1 |
| 1 |
| 1 |
Corruption / Blood | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Celestial / Crusader | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Corruption / Blight | 1.00 |
| 1 |
| 0 |
| 0 |
| 0 |
Cunning / Poisons | 1.00 |
| 1 |
| 1 |
| 3 |
| 0 |
Corruption / Torture | 1.10 |
| 5 |
| 1 |
| 1 |
| 1 |
Technique / Combat veteran | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Celestial / Combat | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Spell / Undead drake | 1.00 |
| 1 |
| 1 |
| 0 |
| 0 |
Steamtech / Automated butchery | 1.00 |
| 1 |
| 1 |
| 3 |
| 0 |
Technique / Assassination | 1.00 |
| 1 |
| 1 |
| 2 |
| 1 |
Steamtech / Battlefield management | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Psionic / Absorption | 1.00 |
| 1 |
| 0 |
| 1 |
| 0 |
Corruption / Scourge | 1.00 |
| 1 |
| 1 |
| 0 |
| 0 |
Corruption / Demonic pact | 1.00 |
| 1 |
| 5 |
| 1 |
| 1 |
Demented / Slow death | 1.00 |
| 7 |
| 1 |
| 1 |
| 0 |
Cursed / Force of will | 1.30 |
| 5 |
| 5 |
| 5 |
| 5 |
Cunning / Shadow magic | 1.00 |
| 1 |
| 1 |
| 1 |
| 4 |
Technique / Shield defense | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Cursed / Advanced shadowmancy | 1.30 |
| 0 |
| 0 |
| 0 |
| 0 |
Steamtech / Sawmaiming | 1.30 |
| 1 |
| 1 |
| 1 |
| 1 |
Cursed / Shadows | 1.50 |
| 5 |
| 5 |
| 5 |
| 0 |
Cursed / Punishments | 1.50 |
| 1 |
| 1 |
| 1 |
| 5 |
Technique / Shield offense | 1.00 |
| 1 |
| 3 |
| 1 |
| 1 |
Cursed / Gloom | 1.30 |
| 1 |
| 1 |
| 1 |
| 1 |
Spell / Enhancement | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Wild-gift / Mucus | 1.00 |
| 3 |
| 0 |
| 0 |
| 0 |
Technique / Magical combat | 1.00 |
| 1 |
| 1 |
| 1 |
| 5 |
Corruption / Reaving combat | 1.00 |
| 4 |
| 1 |
| 1 |
| 3 |
Corruption / Rot | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Cursed / Endless hunt | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Spell / Fire | 1.10 |
| 5 |
| 0 |
| 0 |
| 0 |
Spell / Animus | 1.00 |
| 1 |
| 1 |
| 1 |
| 5 |
Corruption / Doom shield | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Corruption / Heart of Fire | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Cursed / Predator | 1.00 |
| 1 |
| 3 |
| 1 |
| 7 |
Cursed / One with shadows | 1.30 |
| 1 |
| 1 |
| 1 |
| 1 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 2 |
| 1 |
| 1 |
| 1 |
Corruption / Vile life | 1.00 |
| 1 |
| 1 |
| 0 |
| 0 |
Wild-gift / Harmony | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Technique / Conditioning | 1.00 |
| 1 |
| 3 |
| 1 |
| 0 |
Demented / Beyond sanity | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Cursed / Cursed aura | 1.80 |
| 10 |
| 8 |
| 0 |
| 0 |
Corruption / Demonic strength | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Wild-gift / Call of the wild | 1.00 |
| 1 |
| 0 |
| 0 |
| 0 |
Undead / Zilquish | 1.40 |
| 5 |
| 5 |
| 1 |
| 0 |
Steamtech / Chemistry | 1.00 |
| 2 |
| 2 |
| 3 |
| 1 |
Wild-gift / Fungus | 1.00 |
| 1 |
| 1 |
| 1 |
| 0 |
Technique / Unarmed training | 1.00 |
| 1 |
| 1 |
| 0 |
| 0 |
Technique / Combat training | 1.00 |
| 1 |
| 1 |
| 5 |
| 1 |
| 1 |
| 1 |
Steamtech / Blacksmith | 1.80 |
| 5 |
| 1 |
| 5 |
| 5 |
Steamtech / Physics | 1.00 |
| 2 |
| 1 |
| 1 |
| 0 |
Race / Ogre | 1.00 |
| 1 |
| 5 |
| 1 |
| 5 |
Spell / Stone alchemy | 1.00 |
| 5 |
| 5 |
| 0 |
| 0 |
Cursed / Gestures | 1.30 |
| 5 |
| 1 |
| 1 |
| 1 |
Cursed / Dark sustenance | 1.30 |
| 1 |
| 1 |
| 1 |
| 1 |
Corruption / Torment | 1.00 |
| 1 |
| 1 |
| 1 |
| 1 |
Psionic / Finer energy manipulations | 1.00 |
| 1 |
| 1 |
| 1 |
| 3 |
Effects
talent | Tempest of Metal |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Goresplosion |
talent | Share the Pain |
talent | Savage Hunter |
talent | Raze |
talent | Automated Cloak Tessellation |
talent | Mow Down |
talent | Grinding Shield |
talent | Arcane Feed |
talent | Reaping |
talent | Surge |
talent | Kinetic Shield |
talent | Abyssal Shield |
talent | Elemental Harmony |
talent | Ruin |
talent | Chaos Orbs |
talent | Righteous Strength |
talent | Infestation |
talent | Second Life |
talent | Fiery Hands |
talent | Blood Fury |
talent | Embedded Restoration Systems |
talent | Dark Ritual |
talent | Mitosis |
talent | Charged Shield |
talent | Elemental Discord |
talent | Apply Poison |
talent | Eternal Suffering |
talent | Searing Sight |
talent | Shock Hands |
talent | Hardened Core |
talent | Shadows Empathy |
talent | Beyond the Flesh |
talent | Deflection |
talent | Daunting Presence |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Shield Wall |
talent | Overkill |
talent | Stalk |
talent | Weapon of Light |
talent | Weapon of Wrath |
talent | Augmentation |
talent | Gloom |
talent | Overheat Saws |
talent | Shadow Decoy |
talent | Insidious Poison |
talent | Crippling Poison |
talent | Mental Tyranny |
beneficial effect | Digesting decaying devourer. Digesting |
beneficial effect | Hunting: Marked Prey- Xerylaith the broken golem - Xerythra the skeleton warrior - Betoldaserin the master vampire - Velothra the greater telugoroth - Xatha the broken golem 20% Received damage reduction against: - Vampire - Golem - Skeleton - Temporal |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Doom is feeding from decaying devourer. Feeding |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 5) when you fall below 50% health Power 4+: Reprieve from Death: Humanoids you slay have a 46% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is in a magical frenzy, improving spellpower by 16. Bloodlust |
beneficial effect | Next melee attack will always trigger incinerating blows, and the damage from incinerating blows will be multiplied by 153% Raging flames |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 7.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+46% chance to avoid traps). Power 2+: -1 Luck, +13 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+19% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 53% if the increase would be enough to kill your opponent. |
beneficial effect | The target is surrounded by a magical shield, absorbing 1154/1154 damage (reflecting 100% back to the attacker) before it crumbles. Damage Shield |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target is attuned to the wild, increasing all damage affinity by 32% and reducing a random debuff duration by 6 each turn. Primal Attunement |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+31% global speed). Clarity |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+25% resist all). Shroud of Death |
beneficial effect | Increase light and physical damage by 10%. Righteous Strength |
beneficial effect | Increases steamsaw damage multiplier by 24%. Continuous Butchery |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | The target's blight and acid damage is increased by 32%. Bloodfury |
beneficial effect | Target is using her telekinetically wielded weapon defensively and will block the next melee attack and retaliate. Weapon Warding |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 7.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +8 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +13 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 243 mind and 157 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 11 nightmare (summon Terrors and chances to slow, deal 385 Mind damage, and deal 249 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Life leech 20% chance, 26% power. Inner Tentacles |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 9.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +27% critical damage, +24% off-hand weapon damage Power 2+: -1 Luck, +17 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 110% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 7.4% of your life, the remaining cooldown of all your talents is reduced by 1. |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 5%) for 4 turns. Power 1+: Nightwalker: +24 Darkness Resistance, +12% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 25% 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 25% for 3 turns. |
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 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 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 gave the Orb of Many Ways to Tannen to study while you 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 injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Wolfmire. Escort: injured seer (level 3 of Wolfmire)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by Doom. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the repented thief from death by Doom. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Silaldatta the great wolf. Escort: worried loremaster (level 1 of Daikara) | failed |
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 |
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 |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 76): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 77): Near SightedYou completed the challenge and received: Random Artifact: Quenchreign (Misfortune) (42-63 power, 2 apr) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 78): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Cleansepain (Nightmares) (20-24 power, 4 apr, fire element) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 79): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 83): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 86): Near SightedYou completed the challenge and received: Random Artifact: Prismnigh (Misfortune) (23-37 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 87): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 90): Exterminator | failed |
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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 |
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. * The fortress shadow has asked that you come back as soon as possible. * 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: 8053. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. 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 stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 |
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 within1 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. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 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 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
Psionic focus | ![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 126% Wil, 10% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. * chills your foe dealing 51 damage and slowing them by one tenth of a turn While equipped: Stats +10 Str +8 Mag +5 Con other ------- Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Curse of Corpses Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Around waist | ![]() |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Random Unique] Master/Psionic Weapon Damage 89.5 - 125.3 Physical Uses 49% Wil, 68% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +26.0% Capacity 24 On-ranged-hit +8 lightning +60 physical +20 fire +8 mind On-Hit, radius 1 +20 lightning +12 mind On-crit, radius 2 +4 fire On Hit: * 32% chance to slow global speed by 83% * 32 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 377 physical damage On Critical: * Wound the target dealing 403 physical damage across 5 turns and reducing healing by 50% Curse of Madness Arrows are used with bows to pierce your foes to death. |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 Disarm Resist +100% other ------- Talents +5 Iron Grip Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Weapon Damage 38.0 - 53.2 Physical Uses 10% Mag, 79% Cun, 39% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Obliterating Smash level 3 Your Obliterating Smash can destroy walls. Curse of Shrouds Obliterating Smash: Effective talent level: 5.9 Power cost 25 out of 25/25. Range 3 Cooldown: 16 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 191% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 22. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Light source | ![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+2 eff.) Damage +15% light +40% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +10 Infravision +10 See Invisibility +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 195, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Curse of Corpses Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 871.51 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. |
On head | ![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +10 Cun +5 Wil offense ------ Mind Crit +5% Critical power +32.12% Physical Power +12 (+1 eff.) Spellpower +16 (+2 eff.) Mindpower +30 (+4 eff.) Damage +21% mind +9% all Ignore resists +40% light When Hit 34 darkness defense ------ Armor +11 Fatigue +5% Resistance +21% temporal Mind save +36 (+7 eff.) Healmod +50% Out-of-Phase Defense +24 Out-of-Phase Resistance +24% Out-of-Phase Resilience +24% other ------- Light +5 Infravision +7 See Invisibility +14 Telepathy Demon/Major Demon/Minor Curse of Madness A hat made of leather. Very stylish. This object's appearance was changed to Eastern Wood Hat (Madness). |
On feet | ![]() 3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: offense ------ Damage +9% acid +21% mind +15% nature +33% light Ignore resists +20% mind defense ------ Armor +4 Fatigue +3% Resistance +11% lightning +11% temporal +15% nature Physical save +15 (+1 eff.) Pinning Resist +25% Knockbk Resist +25% Teleport Resist +100% other ------- Light +3 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. |
Tool | ![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +6 Cun offense ------ Mind Crit +5% Critical power +24.82% Damage +27% mind +24% temporal Ignore resists +25% mind On-Hit (Melee): * 25% chance to slow global speed by 83% * 25% chance to gain 10% of a turn (3/turn limit) Curse of Misfortune Create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage penetration by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: offense ------ Damage +30% mind Ignore resists +30% lightning On-Hit (Melee): * 32% chance to reduce damage dealt by 42% defense ------ Resistance +18% physical +24% cold Crit Resistance 24.09% Unlife -128.50 life Life +80.00 Life Regen +18.42 Healmod +50% other ------- Vim when Hit +3.00 Curse of Corpses Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master While equipped: Stats +3 Dex offense ------ Physical Crit +4.0% Critical power +10.00% Physical Power +18 (+2 eff.) Spellpower +20 (+2 eff.) Mindpower +20 (+3 eff.) Move Speed +25% Damage +6% nature +8% all Ignore resists +10% temporal +20% physical Accuracy +22 (+3 eff.) defense ------ Defense +13 (+2 eff.) Fatigue -10% Resistance +9% nature other ------- Encumbrance +36 Vim when Hit +3.00 Curse of Madness Blinding Speed: Puts all charms on 40 turn cooldown Effective talent level: 4.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 49 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Rare] Master While equipped: offense ------ Damage +12% lightning +15% mind Ignore resists +25% mind When Hit 4 mind 10 lightning defense ------ Resistance +6% lightning other ------- Masteries +0.40 Cursed/Cursed aura Curse of Nightmares Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 97% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +180 Uses 1.0 Steam While equipped: defense ------ Armor +19 Defense +14 (+2 eff.) other ------- Talents +5 Flame Bolts +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. Curse of Nightmares "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
Absorbed Mindstar | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +12 mind On Hit: * injects a simple virus dealing 111 blight damage on hit and lowering the victims highest stat While equipped: offense ------ Mind Crit +11% Mindpower +16 (+2 eff.) Damage +25% mind +42% arcane When Hit 12 darkness On-Hit (Melee): * 30% chance to reduce all saves and defense by 53 defense ------ Armor +8 Defense +20 (+3 eff.) Resistance +7% physical Physical save +12 (+1 eff.) Mind save +21 (+4 eff.) Disease Resist +30% other ------- Psi-on-crit +5.00 Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
In off hand | ![]() 3.0 Encumbrance T5 steamsaw 1H weapon [Unique] Arcane/Steamtech Weapon Damage 40.0 - 60.0 Fire Uses 107% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +27 Critical Rate +6.0% Attack Speed 100% Block +80 On Hit: * burn your foe dealing 78 damage and igniting the ground for 4 turns On Critical: * deal a melee attack against all other enemies in a circle around you Uses 1.0 Steam While equipped: Stats +8 Cun +10 Str defense ------ Armor +15 Defense +12 (+2 eff.) Fatigue +9% other ------- Talents +3 Block Masteries +0.30 Steamtech/Sawmaiming Curse of Shrouds Grushgore the Destroyer was absolutely enthralled when he discovered steamsaws. He immediately kidnapped several tinkerers and forced them to create this for him. His naming skills have not improved. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+3 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+2 eff.) Resistance +10% darkness +20% fire +10% mind +20% light Mind save +10 (+2 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness level 3 Curse of Nightmares 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 | ![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Str +10 Dex +10 Mag +20 Wil +20 Cun +10 Con offense ------ Mind Crit +9% Mindpower +20 (+3 eff.) Global Speed +15% On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 0 physical 35 mind 10% gloom effects defense ------ Defense +12 (+2 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Cursed Bolt level 2 On Mind Hit: 8% Waking Nightmare level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Madness 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. |
Inventory
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 349% efficiency and cooldown mod of 75%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 0 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 251% efficiency and cooldown mod of 58%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 18 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 6.7 steam per turn. Can be activated for an instant burst of 34 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 27 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.4 steam per turn. Can be activated for an instant burst of 97 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 19 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.5 steam per turn. Can be activated for an instant burst of 103 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 23 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.5 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 527 then cleanse 1 wound, poison, and disease effect. 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 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 -1413 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 1413 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 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 24 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1464 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 1464 life, 8 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 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 824 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 935 life over 5 turns. 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. |
![]() 0.4 Encumbrance potion [Unique] Master Quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Spell (92% of a turn) Won't Break Stealth: 100% 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 13 Usage Speed: Spell (92% of a turn) Is: a spell Description: Inflicts 1491.13 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 340 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 261 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance 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 Encumbrance 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 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +2 Wil offense ------ Mindpower +7 (+1 eff.) Ignore resists +5% cold When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 56% defense ------ Resistance +10% darkness +13% fire +13% light +23% cold Mind save +5 (+1 eff.) Blind Resist +22% Confus Resist +10% Curse of Nightmares Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Wil +7 Cun +11 Con offense ------ Move Speed +10% Ignore resists +15% light defense ------ Fatigue -6% Resistance +6% physical Life Regen +3.00 other ------- Stamina/turn +1.60 Curse of Madness Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +8 (+1 eff.) Spellpower/crit +15 defense ------ Armor +6 Defense +6 (+1 eff.) Curse of Nightmares Unleash a destructive wail, destroying terrain and dealing 1169.67 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str offense ------ Spell Crit +3% Damage +9% lightning When Hit 2 arcane defense ------ Resistance +11% temporal Crit Resistance 10.00% Pinning Resist +24% Knockbk Resist +25% other ------- Mana/turn +0.16 Vim-on-crit +2.00 Curse of Misfortune Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Normal] Curse of Madness Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +10 Wil offense ------ Mind Crit +2% Critical power +5.00% Damage +11% lightning +9% mind defense ------ Resistance +22% lightning Mind save +17 (+4 eff.) Confus Resist +32% Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+2 eff.) defense ------ Resistance +25% mind Mind save +20 (+4 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 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. Curse of Nightmares Mental Shielding: (Instant) Effective talent level: 3.5 Power cost 30 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd 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. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +7 Str offense ------ Physical Power +7 (+1 eff.) Spellpower +7 (+1 eff.) Mindpower +7 (+1 eff.) Damage +5% all Ignore resists +20% darkness defense ------ Resistance +6% cold other ------- Light +3 See Invisibility +9 Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! Curse of Shrouds 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. |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con defense ------ Fatigue -5% Resistance +6% nature Physical save +6 (+1 eff.) Mind save +6 (+1 eff.) Poison Resist +20% Confus Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Encumbrance +22 Curse of Nightmares Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +14 (+2 eff.) Spellpower +15 (+2 eff.) Mindpower +15 (+2 eff.) Damage +48% light +30% blight Ignore resists +25% light +25% lightning When Hit 16 nature On-Hit (Melee): * 32% chance to slow global speed by 83% defense ------ Resistance +12% blight other ------- Light +5 Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +3 Cun +6 Mag offense ------ Mindpower +30 (+4 eff.) Damage +12% mind Ignore resists +10% mind +10% temporal On-Hit (Melee): * 20% chance to reduce all saves and defense by 53 defense ------ Resistance +6% temporal Spell save +12 (+1 eff.) Curse of Madness Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +2 Wil +2 Con offense ------ Ignore resists +10% arcane Accuracy +6 (+1 eff.) When Hit 4 arcane defense ------ Crit Resistance 5.00% Mind save +9 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) defense ------ Fatigue -5% other ------- Encumbrance +21 Curse of Misfortune Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Damage +18% acid +9% mind Ignore resists +20% mind When Hit 10 acid defense ------ Physical save +8 (+1 eff.) Spell save +9 (+1 eff.) Mind save +8 (+2 eff.) Curse of Madness Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Rare] Psionic Weapon Damage 55.5 - 83.2 Physical Uses 117% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +28 arcane On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +4 Cun offense ------ Critical power +20.00% Damage +39% mind When Hit 12 arcane defense ------ Armor +8 Resistance +18% mind +15% lightning Mind save +24 (+5 eff.) other ------- Hate-on-crit +4.00 Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 Encumbrance T1 battleaxe 2H weapon [Rare] Nature Weapon Damage 13.5 - 20.2 Physical Uses 117% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +4 fire While equipped: Stats +9 Con +9 Wil offense ------ Ignore resists +5% mind defense ------ Resistance +9% lightning +3% cold Life +19.00 Disease Resist +20% Silence Resist +20% Curse of Shrouds Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 97% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap Curse of Madness This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Nature/Psionic Weapon Damage 38.0 - 49.4 Physical Uses 49% Wil, 49% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +47 darkness Damage Against +20% Living On-Hit, radius 1 +16 darkness While equipped: Stats +26 Str +26 Dex +25 Mag +25 Wil +23 Cun +25 Con offense ------ Ignore resists +15% temporal defense ------ Resistance +6% blight +6% darkness Curse of Madness Sharp, short and deadly. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Rare] Master Weapon Damage 60.5 - 96.8 Physical Uses 117% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Critical power +20.00% Ignore resists +20% mind +19% all Accuracy +28 (+4 eff.) Ignore Armor +17 defense ------ Physical save +9 (+1 eff.) Spell save +15 (+1 eff.) Unlife -40.00 life Life +80.00 Cut Resist +20% Curse of Madness Massive two-handed swords. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 117% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault Curse of Shrouds This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 47.0 - 75.2 Physical Uses 117% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% Ignore Shields +30% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 175 damage While equipped: Stats +4 Dex +19 Wil +22 Con offense ------ Spell Crit +3% Ignore resists +16% all Accuracy +17 (+2 eff.) Ignore Armor +17 defense ------ Life +89.00 other ------- Light +3 Curse of Misfortune Massive two-handed swords. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 68.0 - 108.8 Physical Uses 122% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats +3 Cun +5 Str offense ------ Damage +10% darkness +15% fire defense ------ Resistance +15% fire Curse of Shrouds Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 10 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Psionic/Unknown Weapon Damage 47.0 - 65.8 Physical Uses 107% Wil Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +7.0% Attack Speed 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: offense ------ Mindpower +9 (+2 eff.) Damage +8% mind defense ------ Mind save -30 (-6 eff.) Curse of Nightmares The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 50.0 - 70.0 Light Uses 78% Wil, 25% Mag Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+1 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Curse of Corpses Invoke dawn, inflicting 829.22 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 35 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +28 mind +30 cold On-Hit, radius 1 +28 mind +28 temporal While equipped: Stats +7 Str offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +24% temporal +10% nature +18% mind defense ------ Armor +20 Resistance +8% blight Disease Resist +25% Out-of-Phase Defense +22 Out-of-Phase Resistance +22% Out-of-Phase Resilience +22% other ------- Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On Hit: * 10% chance to reduce damage dealt by 42% While equipped: Stats +8 Cun +3 Wil offense ------ Mind Crit +4% Critical power +11.00% Mindpower +4 (+1 eff.) On-Hit 6 mind 4 darkness Damage +4% mind +4% darkness defense ------ Spell save +3 (+0 eff.) other ------- Psi when Hit +0.08 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On Hit: * 20% chance to reduce armor by 56% While equipped: Stats +1 Cun +3 Wil offense ------ Mind Crit +4% Mindpower +2 (+1 eff.) Ignore resists +20% mind On-Hit (Melee): * 10 arcane resource burn defense ------ Spell save +3 (+0 eff.) other ------- Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 12.5 - 13.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +7 Wil offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Damage +30% mind +21% lightning When Hit 10 lightning defense ------ Resistance +14% physical +15% temporal +33% fire Spell save +8 (+1 eff.) Mind save +15 (+3 eff.) Poison Resist +32% Disarm Resist +32% Knockbk Resist +32% other ------- Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +8 fire While equipped: Stats +4 Cun +3 Wil offense ------ Mind Crit +5% Mindpower +19 (+3 eff.) Damage +3% lightning +8% physical +24% darkness +25% mind +15% light Ignore resists +20% fire +10% physical +10% darkness +14% mind When Hit 4 light 8 blight defense ------ Resistance +12% blight +10% physical +3% lightning other ------- Max hate +10.00 Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+1 eff.) Mindpower +12 (+2 eff.) Damage +10% blight +10% mind +10% darkness Curse of Corpses This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Str offense ------ Mind Crit +3% Mindpower +6 (+1 eff.) On-Hit 11 mind 10 darkness Damage +15% nature +3% physical +7% mind +7% darkness Ignore resists +25% physical defense ------ Mind save +6 (+1 eff.) Life Regen +4.00 other ------- Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Str offense ------ Mind Crit +4% Mindpower +7 (+1 eff.) Damage +10% mind +9% darkness On-Hit (Melee): * 20% chance to reduce armor by 56% defense ------ Resistance +12% darkness other ------- Psi-on-crit +2.00 Infravision +3 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +9% Mindpower +13 (+2 eff.) On-Hit 14 cold Damage +21% mind +9% cold Ignore resists +16% cold defense ------ Armor +17 Resistance +15% cold other ------- Psi-on-crit +5.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +7% Mindpower +13 (+2 eff.) On-Hit 12 cold Damage +13% mind +4% cold Ignore resists +12% cold defense ------ Armor +8 Resistance +9% cold other ------- Psi-on-crit +2.00 Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) On-Hit 4 cold 4 mind 4 darkness Damage +5% cold +3% mind +2% darkness Ignore resists +6% cold defense ------ Armor +9 Resistance +6% cold other ------- Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +17% Spellpower +12 (+1 eff.) Damage +25% blight +51% mind +24% acid Ignore resists +40% acid +59% arcane When Hit 12 mind 12 blight defense ------ Resistance +8% arcane other ------- Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+6 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. 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. Uses 200 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." |
![]() 5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane Weapon Damage 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +15% Critical power +5.00% Spellpower +18 (+2 eff.) Mindpower +20 (+3 eff.) Damage +37% blight defense ------ Mind save +3 (+1 eff.) other ------- EQ when Hit +0.12 Max hate +4.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+2 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+1 eff.) other ------- Talents +1 Command Staff Curse of Madness Cure up to 6 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 Curse of Shrouds The bottom part of Telos' broken staff. |
![]() 2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+4 eff.) Damage +35% lightning defense ------ Mind save +8 (+2 eff.) other ------- Talents +1 Command Staff Curse of Shrouds The top part of Telos' broken staff. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +14% Mind Crit +3% Critical power +15.00% Spellpower +9 (+1 eff.) Damage +20% fire +15% nature +24% mind Ignore resists +25% nature other ------- Hate-on-crit +3.00 Max psi +30.00 Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +20 (+2 eff.) Damage +30% lightning +30% cold +30% arcane +30% fire other ------- Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T4 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +7% Physical Power +6 (+1 eff.) Spellpower +19 (+2 eff.) Damage +25% darkness Accuracy +10 (+1 eff.) defense ------ Resistance +12% darkness other ------- Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T5 staff 1H weapon [Ego] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+2 eff.) Damage +30% fire defense ------ Physical save +10 (+1 eff.) Spell save +12 (+1 eff.) Mind save +10 (+2 eff.) other ------- Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T5 steamgun 2H weapon [Unique] Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 67% Damage Multiplier 100% Range +10 Projectile Speed +600% On Hit: * 50% chance to reload 1 ammo Uses 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. Curse of Nightmares This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
![]() 3.0 Encumbrance T1 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 13.0 - 19.5 Phys.bleed Uses 97% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +2.0% Attack Speed 100% Block +70 Uses 1.0 Steam While equipped: defense ------ Armor +7 Defense +8 (+1 eff.) Fatigue +10% other ------- Talents +2 Block Curse of Corpses Earlier steamsaws were notably not meant to be used with one hand. |
![]() 3.0 Encumbrance T5 steamsaw 2H weapon [Unique] Steamtech Weapon Damage 25.0 - 37.5 Phys.bleed Uses 97% Wil Mastery Steamsaw Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% Block +150 Recursive +2 Uses 1.0 Steam While equipped: defense ------ Armor +10 Defense +11 (+2 eff.) Fatigue +13% other ------- Talents +5 Block Curse of Corpses This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. This object's appearance was changed to Overcutter (Corpses). |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 42.0 - 58.8 Physical Uses 97% Wil Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 292 damage over 5 turns and reducing armor and accuracy by 37 While equipped: offense ------ Physical Crit +19.0% Spell Crit +5% Mind Crit +5% Critical power +33.00% Damage +10% all Ignore resists +15% all Accuracy +25 (+4 eff.) Ignore Armor +30 defense ------ Resistance +6% nature +15% darkness Physical save +12 (+1 eff.) Silence Resist +30% Disarm Resist +35% Pinning Resist +10% Curse of Corpses One-handed war axes. |
![]() 3.0 Encumbrance T4 whip 2H weapon [Unique] Nature/Master Weapon Damage 56.0 - 61.6 Physical Uses 87% Wil, 39% Cun Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +14.0% Attack Speed 125% On Hit: 10% Lightning Breath level 3 On Hit: 10% Poison Breath level 3 On Hit: 10% Acid Breath level 3 On Hit: * hit up to two adjacent enemies While equipped: offense ------ Damage +12% acid +12% nature +12% lightning Curse of Nightmares This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Critical power +15.00% Damage +0% acid +0% blight +0% fire +9% mind +0% nature defense ------ Mind save +6 (+1 eff.) Life +47.00 other ------- Hate-on-crit +3.00 Max hate +2.00 Max psi +30.00 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +6 Dex +4 Mag +7 Cun +8 Con offense ------ Damage +0% acid +17% physical +18% blight +0% fire +0% nature Ignore resists +16% physical On-Hit (Melee): * 32% chance to gain 10% of a turn (3/turn limit) defense ------ Spell save +18 (+1 eff.) other ------- Hate-on-crit +5.00 Max psi +70.00 Max vim +70.00 Light +5 Infravision +5 See Invisibility +18 Curse of Madness A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +6% mind Accuracy +18 (+3 eff.) defense ------ Defense +17 (+3 eff.) Fatigue -6% Resistance +3% darkness +14% fire +19% light +3% nature Physical save +7 (+1 eff.) Stealth +7 Life +71.00 other ------- Max stamina +22.00 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. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+1 eff.) defense ------ Resistance +0% light +0% fire Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +5 Cun offense ------ Mindpower +20 (+3 eff.) Damage +21% mind Ignore resists +15% light +25% mind When Hit 6 light defense ------ Defense +2 (+0 eff.) Resistance +0% light +0% fire Spell save +11 (+1 eff.) Mind save +11 (+2 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Curse of Corpses Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +11 Lck +6 Dex offense ------ Damage +24% darkness Ignore resists +20% mind When Hit 6 darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 53 * 20% chance to reduce damage dealt by 42% defense ------ Armor +3 Resistance +21% cold Stealth +11 Curse of Madness A pair of boots made of leather. |
![]() 2.0 Encumbrance T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex offense ------ Physical Crit +10.0% Steam Crit +15% Damage +10% physical Ignore resists +15% physical Accuracy +40 (+6 eff.) Ignore Armor +15 defense ------ Defense +15 (+2 eff.) Blind Resist +100% other ------- Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery Curse of Madness This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+1 eff.) Mindpower +15 (+2 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+0 eff.) Resistance +20% fire Mind save -10 (-2 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 Curse of Madness 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. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +5 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to body When attached: defense ------ Teleport Resist +100% Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +5 Overpower Demon status: alive (19% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +5 Blackice Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to body When attached: other ------- Talents +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +3.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim-on-Hit +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to finger When attached: other ------- Vim when Hit +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +5 Farstrike Demon status: alive (3% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +5 Silence Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +5 Frost Grab Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to mainhand When attached: other ------- Talents +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to offhand When attached: defense ------ Resistance +35% blight +35% fire +35% physical Damage Reduction +25 blight +25 fire +25 physical Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to offhand When attached: offense ------ Damage +32% acid +32% physical +32% blight Ignore resists +25% acid +25% physical +25% blight Demon status: alive (19% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to offhand When attached: offense ------ Damage +32% blight +32% fire +32% darkness Ignore resists +25% blight +25% fire +25% darkness Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 Encumbrance T5 demon seed [Unique] Arcane Attachable to offhand When attached: defense ------ Resistance +35% acid +35% darkness +35% blight Damage Reduction +25 acid +25 darkness +25 blight Demon status: alive (11% life). The seed of a demon. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
![]() 3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 25.5 - 35.7 Physical Uses 49% Wil, 68% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +12.0% Capacity 23 On-ranged-hit +16 light +8 darkness On-Hit, radius 1 +16 darkness On-crit, radius 2 +20 darkness +16 mind On Hit: * 20% chance to reduce damage dealt by 42% On Critical: * Wound the target dealing 403 physical damage across 5 turns and reducing healing by 50% Curse of Madness Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Curse of Misfortune Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind 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. |
![]() 0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+0 eff.) Spell save +4 (+0 eff.) Mind 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. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Master While equipped: Stats +7 Str +4 Dex +1 Wil offense ------ Critical power +5.00% Physical Power +6 (+1 eff.) Move Speed +10% Damage +3% darkness When Hit 8 mind On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +8 (+1 eff.) Fatigue -9% Resistance +10% physical other ------- Max psi +30.00 While carried: other ------- Talents +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str offense ------ Accuracy +4 (+0 eff.) When Hit 2 acid On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 45 * 20% chance to reduce armor by 56% defense ------ Resistance +12% acid other ------- Infravision +3 While carried: other ------- Talents +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Resistance +6% darkness +6% fire While carried: other ------- Talents +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown 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. |
![]() 2.0 Encumbrance T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown 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? |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown 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. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 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. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+1 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+1 eff.) 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. |
![]() 1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+1 eff.) On-Hit 20 darkness Damage +0% darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Curse of Corpses This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+1 eff.) Spellpower +12 (+1 eff.) other ------- Light +6 Breathe water Curse of Corpses Tidal Wave: Effective talent level: 5.5 Power cost 80 out of 150/150. Range melee/personal Cooldown: 9 Travel.spd 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 6, doing 110.72 cold damage and 117.54 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Critical power +20.00% Damage +15% mind +0% darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 45 defense ------ Resistance +15% mind +3% blight other ------- Light +8 Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Defense +5 (+1 eff.) Resistance +6% lightning +1% physical Physical save +17 (+1 eff.) Mind save +6 (+1 eff.) Healmod +13% Disease Resist +10% other ------- Light +3 Curse of Corpses 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. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance 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 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 0.0 Encumbrance 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 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Curse of Corpses Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +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. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all 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. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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 Encumbrance 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. |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon/staff When attached: other ------- Mana/turn +5.00 Mana regeneration, on spell hit 25% chances to cast lightning. Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to weapon Deals stacking poison damage. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats +8 Cun offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical save +18 (+1 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. |
![]() 2.0 Encumbrance T4 totem charm [Rare] Nature While equipped: Stats +6 Str +5 Mag +8 Wil +9 Cun +5 Con offense ------ Ignore resists +25% light On-Hit (Melee): * 23% chance to slow global speed by 83% Curse of Shrouds Summon a resilient tentacle up to 5 spaces away for 11 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 956 Base Damage: 417 Armor: 40 All Resist: 40 Puts all charms on 25 turn cooldown 100% to reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all 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. |
![]() 2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +6 Wil offense ------ Damage +27% light When Hit 8 light defense ------ Resistance +8% arcane +32% darkness Crit Resistance 23.91% Unlife -120.00 life Life +159.37 Healmod +30% Silence Resist +32% other ------- See Invisibility +15 Curse of Corpses Create a radius 3 storm for 5 turns. Each turn, creatures within take 141 lightning damage and will be dazed for 1 turn (707 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 49% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 Encumbrance 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. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+2 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. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +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. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all 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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +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. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +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.
Achievements
By Doom the Zilquish Doomed level 50
37th Regrowth 125th year of Ascendancy at 01:02 see stats
By Doom the Zilquish Doomed level 50
3rd Dusk 124th year of Ascendancy at 22:28 see stats
By Doom the Zilquish Doomed level 50
7th Pyre 126th year of Ascendancy at 14:58 see stats
By Doom the Zilquish Doomed level 50
33rd Regrowth 124th year of Ascendancy at 06:35 see stats
By Doom the Zilquish Doomed level 41
23rd Dusk 123rd year of Ascendancy at 04:31 see stats
By Doom the Zilquish Doomed level 50
66th Dusk 124th year of Ascendancy at 17:17 see stats
By Doom the Zilquish Doomed level 50
70th Dusk 124th year of Ascendancy at 09:02 see stats
By Doom the Zilquish Doomed level 50
56th Haze 124th year of Ascendancy at 21:56 see stats
By Doom the Zilquish Doomed level 50
59th Dusk 124th year of Ascendancy at 13:13 see stats
By Doom the Zilquish Doomed level 50
62nd Dusk 124th year of Ascendancy at 07:10 see stats
By Doom the Zilquish Doomed level 50
2nd Summertide 126th year of Ascendancy at 11:57 see stats
By Doom the Zilquish Doomed level 35
56th Pyre 123rd year of Ascendancy at 19:06 see stats
By Doom the Zilquish Doomed level 44
5th Haze 123rd year of Ascendancy at 23:56 see stats
By Doom the Zilquish Doomed level 50
65th Regrowth 125th year of Ascendancy at 20:23 see stats
By Doom the Zilquish Doomed level 50
8th Dusk 124th year of Ascendancy at 10:26 see stats
By Doom the Zilquish Doomed level 50
35th Regrowth 125th year of Ascendancy at 06:42 see stats
By Doom the Zilquish Doomed level 50
1st Summertide 126th year of Ascendancy at 12:26 see stats
By Doom the Zilquish Doomed level 31
8th Decay 122nd year of Ascendancy at 08:49 see stats
By Doom the Zilquish Doomed level 50
52nd Haze 126th year of Ascendancy at 15:46 see stats
By Doom the Zilquish Doomed level 50
1st Flare 126th year of Ascendancy at 22:54 see stats
By Doom the Zilquish Doomed level 22
79th Dusk 122nd year of Ascendancy at 09:36 see stats
By Doom the Zilquish Doomed level 31
77th Haze 122nd year of Ascendancy at 03:56 see stats
By Doom the Zilquish Doomed level 50
54th Pyre 126th year of Ascendancy at 15:08 see stats
By Doom the Zilquish Doomed level 50
65th Regrowth 125th year of Ascendancy at 20:49 see stats
By Doom the Zilquish Doomed level 50
26th Pyre 125th year of Ascendancy at 05:25 see stats
By Doom the Zilquish Doomed level 30
42nd Haze 122nd year of Ascendancy at 11:59 see stats
By Doom the Zilquish Doomed level 50
70th Dusk 124th year of Ascendancy at 09:24 see stats
By Doom the Zilquish Doomed level 50
1st Wintertide 127th year of Ascendancy at 13:24 see stats
By Doom the Zilquish Doomed level 50
4th Allure 127th year of Ascendancy at 12:39 see stats
By Doom the Zilquish Doomed level 10
1st Flare 122nd year of Ascendancy at 06:31 see stats
By Doom the Zilquish Doomed level 20
47th Dusk 122nd year of Ascendancy at 06:23 see stats
By Doom the Zilquish Doomed level 30
41st Haze 122nd year of Ascendancy at 22:49 see stats
By Doom the Zilquish Doomed level 40
7th Flare 123rd year of Ascendancy at 18:37 see stats
By Doom the Zilquish Doomed level 50
32nd Regrowth 124th year of Ascendancy at 17:15 see stats
By Doom the Zilquish Doomed level 50
1st Time of Equilibrium 126th year of Ascendancy at 00:15 see stats
By Doom the Zilquish Doomed level 50
11st Regrowth 125th year of Ascendancy at 00:25 see stats
By Doom the Zilquish Doomed level 50
7th Pyre 126th year of Ascendancy at 05:27 see stats
By Doom the Zilquish Doomed level 50
58th Dusk 124th year of Ascendancy at 05:16 see stats
By Doom the Zilquish Doomed level 50
10th Decay 126th year of Ascendancy at 22:16 see stats
By Doom the Zilquish Doomed level 50
69th Haze 125th year of Ascendancy at 23:16 see stats
By Doom the Zilquish Doomed level 25
10th Haze 122nd year of Ascendancy at 00:38 see stats
By Doom the Zilquish Doomed level 17
44th Dusk 122nd year of Ascendancy at 14:43 see stats
By Doom the Zilquish Doomed level 50
57th Dusk 124th year of Ascendancy at 23:10 see stats
By Doom the Zilquish Doomed level 50
1st Flare 126th year of Ascendancy at 22:53 see stats
By Doom the Zilquish Doomed level 50
43rd Dusk 126th year of Ascendancy at 14:30 see stats
By Doom the Zilquish Doomed level 9
1st Summertide 122nd year of Ascendancy at 23:30 see stats
By Doom the Zilquish Doomed level 50
30th Regrowth 126th year of Ascendancy at 06:55 see stats
By Doom the Zilquish Doomed level 50
6th Mirth 124th year of Ascendancy at 12:13 see stats
By Doom the Zilquish Doomed level 50
1st Flare 126th year of Ascendancy at 22:54 see stats
By Doom the Zilquish Doomed level 29
41st Haze 122nd year of Ascendancy at 10:18 see stats
By Doom the Zilquish Doomed level 16
9th Dusk 122nd year of Ascendancy at 08:06 see stats
By Doom the Zilquish Doomed level 50
7th Haze 124th year of Ascendancy at 16:59 see stats
By Doom the Zilquish Doomed level 50
43rd Dusk 126th year of Ascendancy at 14:30 see stats
By Doom the Zilquish Doomed level 30
42nd Haze 122nd year of Ascendancy at 10:01 see stats
By Doom the Zilquish Doomed level 16
25th Dusk 122nd year of Ascendancy at 05:33 see stats
By Doom the Zilquish Doomed level 50
32nd Regrowth 124th year of Ascendancy at 17:57 see stats
By Doom the Zilquish Doomed level 50
58th Dusk 124th year of Ascendancy at 18:18 see stats
Log
Doom hits Decaying devourer for 117 arcane damage.
Doom hits Decaying devourer for 1445 physical, 72 fire, 43 light, 15 lightning, 24 darkness, 58 fire, 91 mind, 68 darkness, 34 blight, 152 fire, 81 fire (2083 total damage).
Doom hits Decaying devourer for 117 arcane damage.
Doom receives 25 healing (12 psi heal) from Inner Tentacles.
Doom receives 14 healing (7 psi heal) from Inner Tentacles.
Doom receives 281 healing (136 psi heal) from Inner Tentacles.
Raze hits Decaying devourer for 640 physical, 1434 fire, 24 darkness, 57 darkness (2156 total damage).
Raze hits Decaying devourer for 104 darkness, 52 darkness, 52 darkness, 52 darkness, 52 darkness, 52 darkness, 52 darkness, 52 darkness, 52 darkness, 52 darkness, 726 physical, 1532 fire, 48 darkness, 24 darkness, 24 darkness, 24 darkness, 24 darkness, 24 darkness, 24 darkness, 24 darkness, 24 darkness, 25 darkness, 29 darkness (3124 total damage).
Raze hits Decaying devourer for 640 physical, 1434 fire, 24 darkness, 57 darkness (2156 total damage).
Overkill hits Decaying devourer for 363 blight damage.
Overkill hits Decaying devourer for 498 blight damage.
Doom deactivates Saw Wheels.
Raze killed Decaying devourer!
Something receives 654 healing from Xerylaith the broken golem's healing light area effect.
Poison bursts out of Decaying devourer's corpse!
Doom's Flame Bolts hits Decaying devourer for 2302 fire damage.
Doom's Flame Bolts hits Decaying devourer for 2302 fire damage.
Overkill hits Decaying devourer for 407 blight damage.
Doom's Flame Bolts killed Decaying devourer!
Doom's Flame Bolts hits Decaying devourer for 2285 fire damage.
Doom receives 591 healing (287 psi heal) from Inner Tentacles.
Doom's mind surges with critical power!
Talent Ogric Wrath is ready to use.
Talent Hidden Blades is ready to use.
Doom receives 42 healing (21 psi heal) from Unnatural Body.
Searing Sight hits Decaying devourer for 77 light damage.
Searing Sight hits Ivurin the mean looking elven guard for 83 light damage.
Mindrot hits Decaying devourer for 272 mind, 200 darkness (472 total damage).
Doom deactivates her cloak's restoration systems.