
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 32 / 14% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 2325.7811529494 (base 60) |
| Dexterity | 4576.5623058987 (base 60) |
| Constitution | 3523.5623058987 (base 60) |
| Magic | 919.78115294937 (base 60) |
| Willpower | 126.56230589875 (base 60) |
| Cunning | 1446.5623058987 (base 60) |
Resources
| Mana | 424/424 |
| Negative | 143/143 |
| Life | 55577/56015 |
| Paradox | 300 |
| Soul | 80/80 |
| Steam | 1350/1350 |
| Hate | 90/100 |
| Equilibrium | 48 |
| Vim | 2538/2546 |
| Insanity | 0/100 |
| Positive | 53/53 |
| Stamina | 392/392 |
| Psi | 971/971 |
| Healing Factor | 2.5 |
| Regeneration | 1585.3171653469 |
Speed
| Mental | +253.43942878988% |
| Attack | +97.86131876534% |
| Movement | +2756.436821979% |
| Spell | +155.57811002454% |
| Global | +366.53731024002% |
Vision
| Sight | 10 |
| Lite | 81 |
| Infravision | 52 |
| See Stealth | 3356.6723893255 |
| See Invisible | 5361.5804601913 |
Offense: Mainhand
| Damage | 20195 |
| Accuracy | 687 |
| Crit Chance | 2225% |
| APR | 550 |
| Speed | 0.28 |
Offense: Offhand
| Damage | 6343 |
| Accuracy | 664 |
| Crit Chance | 2226% |
| APR | 754 |
| Speed | 0.28 |
Offense: Spell
| Spellpower | 877 |
| Crit Chance | 100% |
| Speed | 0.39126981567552 |
Offense: Mind
| Mindpower | 390 |
| Crit Chance | 100% |
| Speed | 0.50540449555276 |
Offense: Damage Bonus
| Acid | +69% |
| Blight | +203% |
| Arcane | +22% |
| Cold | +71% |
| All | +7% |
| Lightning | +1069% |
| Light | +2217% |
| Physical | +161% |
| Mind | +27% |
| Darkness | +203% |
| Fire | +3266% |
| Nature | +76% |
Offense: Damage Penetration
| Acid | +75% |
| Blight | +75% |
| Physical | +130% |
| Cold | +75% |
| All | +25% |
| Lightning | +84% |
| Light | +85% |
| Mind | +55% |
| Darkness | +75% |
| Fire | +115% |
| Nature | +100% |
Defense: Base
| Armour (hardiness) | 5118.8052037188 (100%) |
| Defense | 767 |
| Ranged Defense | 822 |
| Fatigue | 0 |
| Physical Save | 144 |
| Spell Save | 144 |
| Mental Save | 144 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | +671%( 70%) |
| Physical | + 80%( 80%) |
| Lightning | + 70%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 89%( 89%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 99% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Bleed Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 557% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (39% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 654% for 10 turns (10219 total) and instantly restoring 33 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 82% efficiency and cooldown mod of 73%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 819.2 steam per turn. Can be activated for an instant burst of 4096 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Celestial / Sun | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Butchery | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Guardian | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Elusiveness | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Void | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Eradication | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Ooze | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Chronophage | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Brutality | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Magnetism | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Oozing blades | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blight | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Dread | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 51.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Torture | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Furnace | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Scourge | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Thoughts of iron | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Tentacles | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Speed Control | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Rot | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Artifice | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Plague | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Focus | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Ambush | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Meta | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Stealth | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Rampage | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Tireless Combatant | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Path of horror | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Automated butchery | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glyphs | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Avoidance | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Augmented striking | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Mecharachnid | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemical warfare | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Artillery | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Gadgets | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Horrific body | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Wrath | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Absorption | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Demolition | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Predator | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Glacial waste | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Corrosive blades | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Stasis | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Spellblaze | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Arcane | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Phantasm | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Darkness | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Storm | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Ice | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blood | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Shadowflame | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Blade Threading | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Eclipse | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Magical combat | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced-golemancy | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Explosive admixtures | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aether | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Doom covenant | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gestalt | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vile life | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Doom | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cursed / Cursed aura | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Forge | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Psionic / Mentalism | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Beyond sanity | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Thuggery | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Demonic strength | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Oppression | 50.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Black-magic | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 50.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Chronomancy | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Steamtech / Blacksmith | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Calamity | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 50.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 50.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Through The Crowd |
| talent | Arcane Combat |
| talent | Shadow Combat |
| talent | Infestation |
| talent | Shattered Mind |
| talent | Chaos Orbs |
| talent | Weapon Folding |
| talent | Flame of Urh'Rok |
| talent | Arcane Feed |
| talent | Weapon of Light |
| talent | Automated Cloak Tessellation |
| talent | Gloom |
| talent | Premonition |
| talent | Jinxed Touch |
| talent | Hiemal Shield |
| talent | Mental Tyranny |
| talent | Spikes of Decrepitude |
| talent | Disruption Shield |
| talent | Thought-Form: Defender |
| talent | Exoskeleton |
| talent | Energy Decomposition |
| talent | Weapon of Wrath |
| talent | Chant of Resistance |
| talent | Atrophy |
| talent | Elemental Harmony |
| talent | Blood Fury |
| talent | Furnace |
| talent | Horrifying Blows |
| talent | Ruin |
| talent | Absorb Life |
| talent | Mechanical Arms |
| talent | Righteous Strength |
| talent | Molten Iron Blood |
| talent | Fiery Hands |
| talent | Psiblades |
| talent | Augmentation |
| talent | Dark Ritual |
| talent | Keen Senses |
| talent | Second Life |
| talent | Elemental Discord |
| talent | Embedded Restoration Systems |
| talent | Forge Shield |
| talent | Searing Sight |
| talent | Void Stars |
| talent | Arcane Power |
| talent | Icy Skin |
| talent | Beyond the Flesh |
| talent | Raze |
| talent | Shock Hands |
| talent | Shadow Feed |
| talent | Feather Wind |
| talent | Agile Gunner |
| talent | Gestalt |
| talent | Exploit Weakness |
| talent | Abyssal Shield |
| talent | Daunting Presence |
| talent | Pace Yourself |
| talent | Bone Shield |
| talent | Bleak Outcome |
| talent | Dreamforge |
| talent | Miasma Engine |
| talent | Rocket Pod |
| talent | Thunderstorm |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 24.8)Penalty : Fractured Sanity: +0% Mind Resistance, +0% Confusion Immunity Power 1+: Unleashed: +74% critical damage, +36% off-hand weapon damage Power 2+: -1 Luck, +49 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 268% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 5.2% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- Adventurers party - Ziguranth patrol 125% Received damage reduction against: - Humanoid |
| beneficial effect | The thrill of combat improves the target's maximum life by 46%, life regeneration by 206.21, and stamina regeneration by 41.24. Bloodbath |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+98% global speed). Clarity |
| beneficial effect | Increases defense by 486. Mobile Defense |
| beneficial effect | The target is moving is 749% faster. 3 Celerity |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 21.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 0% when tested. Power 1+: Removed from Reality: +23 Physical Resistance, +10 Maximum Physical Resistance Power 2+: -1 Luck, +43 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 290 mind and 692 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 41 nightmare (summon Terrors and chances to slow, deal 508 Mind damage, and deal 1210 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 90% and triggers a radius 32 conal explosion dealing 192% steamgun damage. 3 stacks remaining. Reactive Armor |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 19.8)Penalty : Fear of Death: +0% resistance against damage from the undead. Power 1+: Power over Death: +42% damage against the undead. Power 2+: -1 Luck, +20 Strength, +20 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 18) when you fall below 58% health Power 4+: Reprieve from Death: Humanoids you slay have a 65% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 20.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 0%) for 4 turns. Power 1+: Nightwalker: +83 Darkness Resistance, +19% Max Darkness Resistance, +44 See Invisible Power 2+: -1 Luck, +41 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 99% 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 99% for 3 turns. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+99% resist all). Shroud of Passing |
| beneficial effect | Countering melee attacks: Has a 100% chance to get an automatic counter attack when avoiding a melee attack. (8.7 counters remaining) Counter Attacking |
| beneficial effect | Steampower increased by 183. Gestalt |
| beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 20.8)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 (+65% chance to avoid traps). Power 2+: -1 Luck, +41 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+24% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 75% if the increase would be enough to kill your opponent. |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | 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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed xorn fragment. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed wretchling eyeball. * You've found the needed vial of elder vampire blood. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed storm wyrm claw. * You've found the needed length of troll intestine. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
Equipment
| Psionic focus | Bill's Tree Trunk (Nightmares) (30-51 power, 7 apr)Requires: - Magic 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Nightmares It can be used to activate talent Shattering Blow (costing 1 power out of 20/20) : Effective talent level: 2.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
| On hands | Flamewrought (Madness) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 212% Wil, 50% Mag, 212% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire Curse of Madness It can be used to activate talent Flamespit (costing 1 power out of 24/24) : Effective talent level: 3.0 Power cost: 1 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 15003.65 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Light source | Summertide Phial (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. Curse of Shrouds It can be used to call light, dispelling darkness and lighting tiles in radius 20.(168 power, based on Willpower) Activation costs 1 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Aletta's Diadem (Shrouds) (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+0 eff.) Mental crit. chance: +5% Curse of Shrouds It can be used to activate talent Psychic Lobotomy (costing 1 power out of 10/10) : Effective talent level: 3.0 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 949.81 mind damage and cripples the target's higher mental functions, reducing cunning by 88 and confusing (49% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
| On feet | Steam Powered Boots (Madness) (19 def, 36 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +36 Defense: +19 (+0 eff.) Fatigue: +8% Changes stats: +19 Str / +24 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Curse of Madness Boots. But with steam power! |
| Tool | Eye of the Dreaming One (Nightmares)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares It can be used to activate talent Sleep (costing 1 power out of 25/25) : Effective talent level: 3.0 Power cost: 1 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 90 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Vargh Redemption (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Madness It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 38.05 cold and 58.19 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 1 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | Armigaronik the Festernigh (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 112 Changes resistances: +26% acid / +16% physical / +5% arcane Changes resistances penetration: +25% nature Changes damage: +13% acid / +16% physical / +15% arcane / +7% all Spellpower: +12 (+1 eff.) Mindpower: +16 (+1 eff.) Curse of Madness Rings make your fingers look great! |
| Around neck | Feathersteel Amulet (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +36 (+1 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Corpses The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | dwarven-steel longsword 'Dawnviper' (Nightmares) (23-32 power, 5 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 577 damage Damage (radius 1) on hit: +11 fire When wielded/worn: Accuracy: +10 (+0 eff.) Physical crit. chance: +2.0% Changes stats: +8 Str / +8 Con Changes resistances: +3% light Changes damage: +7% physical Curse of Nightmares Sharp, long, and deadly. |
| Around waist | rough leather belt 'Tempestimmortal' (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +2 Dex Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +15% physical Changes damage: +3% lightning Maximum stamina: +30.00 Curse of Misfortune A belt that goes around your waist. |
| In off hand | Charged Focus (Madness) (10-11 power, 209 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 350% Wil, 50% Mag, 186% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +209 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+1 eff.) Maximum psi: +30.00 Mindpower: +74 (+3 eff.) Mental crit. chance: +6% Curse of Madness Electrical energies are focussed in the core of this mindstar. |
| Cloak | Fearfire Mantle (Misfortune) (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+0 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Curse of Misfortune Black fires born of a blackened heart. |
| Main armor | Mankini (Madness) (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Curse of Madness Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
medical injector implant of the sneak (efficiency 3135% / cooldown 62%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 0 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 3135% efficiency and cooldown mod of 62%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
manasurge rune of the psychic (regen 2879% over 10 turns; mana 144; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (39% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2879% for 10 turns (44989 total) and instantly restoring 144 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hook ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
The Black Core (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Shrouds "Lock your soul away, and death will never reach you." |
Withering Orbs (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Madness These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Kindlebreak the copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 112 Damage when hit (Melee): 2 light Changes resistances penetration: +5% light Changes damage: +3% light / +6% mind Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +21% Maximum life: +20.00 Curse of Nightmares Rings make your fingers look great! |
Mercy (Madness) (35-46 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 40% Wil, 281% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Madness This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Silent Blade (Madness) (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 271% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+0 eff.) Curse of Madness A thin, dark dagger that seems to meld seamlessly into the shadows. |
Unerring Scalpel (Shrouds) (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 281% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+1 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
The Black Maul (Shrouds) (70-105 power, 15 apr)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+1 eff.) Physical power: +12 (+0 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. Curse of Shrouds It can be used to activate talent Reckless Strike (costing 1 power out of 25/25) : Effective talent level: 150.0 Power cost: 1 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 1195% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Spectral Blade (Shrouds) (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds This sword appears weightless, and nearly invisible. |
Acera (Misfortune) (33-46 power, 4 apr)Requires: - Magic 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 150% Mag, 40% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% Curse of Misfortune It can be used to activate talent Corrosive Worm (costing 1 power out of 30/30) : Effective talent level: 200.0 Power cost: 1 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 184% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 3556 acid damage in a 4 radius ball. This damage will increase by 2806% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Dedication (Nightmares) (31-43 power, 6 apr)Requires: - Magic 24 - Cunning 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 40% Wil, 140% Mag, 20% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight Curse of Nightmares It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
Eye of Summer (Corpses) (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Corpses This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of Winter (Misfortune) (8-9 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Misfortune This mindstar glows with a dim cool light, but seems somehow incomplete. |
Serpent's Glare (Misfortune) (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Curse of Misfortune It can be used to activate talent Spit Poison (costing 1 power out of 8/8) : Effective talent level: 2.0 Power cost: 1 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 1852.63 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar of clarity (Corpses) (3-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +2 (+0 eff.) Maximum psi: +10.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
Crystal Shard (Madness) (16-19 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+1 eff.) Spell crit. chance: +4% Curse of Madness It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 1 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Eclipse (Misfortune) (18-22 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% light / +15% physical / +15% darkness / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+1 eff.) Spell crit. chance: +8% Curse of Misfortune This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Gravitational Staff (Corpses) (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+1 eff.) Spell crit. chance: +7% Curse of Corpses It can be used to activate talent Gravity Spike (costing 1 power out of 14/14) : Effective talent level: 3.0 Power cost: 1 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 4605.82 physical (gravity) damage. Each target moved beyond the first increases the damage by 575.73 (up to a maximum of 2302.91 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Flashpoint (Corpses)Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 1 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 130% Firing range: +5 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Damage (Ranged): 10 fire burn Curse of Corpses "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
Blood-Letter (Nightmares) (33-46 power, 4.5 apr)Requires: - Magic 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% Curse of Nightmares A hand axe carved out of the most frozen parts of the northern wasteland. |
Stormlash (Madness) (17-19 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 50% Mag, 429% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+0 eff.) Changes damage: +10% lightning Curse of Madness It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 7814.57 to 23443.70 lightning damage (based on Magic and Dexterity) Activation costs 1 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
enveloping linen cloak of Eldoral (Nightmares) (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+0 eff.) Changes stats: +1 Cun / +1 Dex Physical save: +5 (+0 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (Misfortune) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+0 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+1 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Evermoss Robe (Corpses) (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+0 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+0 eff.) Life regen: +0.20 Mindpower: +12 (+0 eff.) Mental crit. chance: +5% Healing mod.: +15% Curse of Corpses This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of Force (Misfortune) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+0 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+0 eff.) Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Curse of Misfortune It can be used to send out a range 5 beam of kinetic energy, dealing 1126.67 to 1408.34 physical damage (based on Willpower and Cunning) with knockback Activation costs 1 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Vestments of the Conclave (Shrouds) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+1 eff.) Spell crit. chance: +15% Curse of Shrouds An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Frost Treads (Madness) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Brightmight the iron helm (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +3% lightning / +3% fire Changes damage: +9% lightning / +9% fire Physical save: +11 (+0 eff.) Light radius: +3 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dominated (Nightmares) (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+1 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. Curse of Nightmares An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Iron Mail of Bloodletting (Madness) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Curse of Madness Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Scale Mail of Kroltar (Shrouds) (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+0 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Shrouds It can be used to activate talent Devouring Flame (costing 1 power out of 80/80) : Effective talent level: 150.0 Power cost: 1 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 47242.24 fire damage in a radius of 29 each turn for 41 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Behemoth Hide (Nightmares) (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+0 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 Curse of Nightmares A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Death's Embrace (Corpses) (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+0 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Cun / +5 Mag Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) Curse of Corpses It can be used to turn yourself invisible (power 404, based on Cunning and Magic) for 10 turns Activation costs 1 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Masochism (Shrouds) (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 178 Curse of Shrouds It can be used to activate talent Blood Grasp (costing 1 power out of 12/12) : Effective talent level: 250.0 Power cost: 1 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 43265.43 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Medical Urgency Vest (Madness) (6 def, 7 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+0 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+0 eff.) Curse of Madness This light leather armour features a special medical injector. |
Skin of Many (Corpses) (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+0 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Corpses The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
The Untouchable (Corpses) (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+0 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. Curse of Corpses This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Revenant (Shrouds) (8 def, 20 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+0 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +12 (+2 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. Curse of Shrouds The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Black Mesh (Misfortune) (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 40% Wil, 150% Mag, 0% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+0 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Misfortune Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Coral Spray (Misfortune) (8 def, 8 armour, 18-25 power, 48 block)Requires: - Shield usage training - Cunning 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 40% Wil, 190% Mag, 0% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+0 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Misfortune A chunk of jagged coral, dredged from the ocean. |
Fire Dragon Shield (Nightmares) (16 def, 9 armour, 58-70 power, 220 block)Requires: - Shield usage training - Cunning 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stats: 40% Wil, 150% Mag, 0% Cun Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+0 eff.) Ranged Defense: +15 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +1 Block Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Curse of Nightmares This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Sanguine Shield (Corpses) (0 def, 15 armour, 40-48 power, 220 block)Requires: - Shield usage training - Cunning 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 40% Wil, 170% Mag, 0% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Curse of Corpses Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Wrathroot's Barkwood (Corpses) (9 def, 10 armour, 23-32 power, 60 block)Requires: - Shield usage training - Cunning 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 23.0 - 32.2 Uses stats: 40% Wil, 200% Mag, 0% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+0 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block Curse of Corpses The barkwood of Wrathroot, made into roughly the shape of a shield. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
364 alchemist agate (Nightmares)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Nightmares Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
12 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 Curse of Nightmares It can be used to activate talent Fearscape Shift (costing 1 power out of 25/25) : Effective talent level: 2.4 Power cost: 1 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 55688.44 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 55688.44 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Prox's Lucky Halfling Foot (Madness)Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Madness A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 72009.52 fire damage (based on Magic) Activation costs 1 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (133/133)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 3 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Star Shot (Corpses) (20/20, 32-38 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 50% Mag, 351% Cun Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Curse of Corpses Intense heat radiates from this powerful shot. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+0 eff.) Light radius: +2 Curse of Corpses It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 32628 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 1 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 1 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. |
pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Destruction the Ogre Adventurer level 21
26th Dusk 122nd year of Ascendancy at 02:48 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Destruction the Ogre Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:14 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Destruction the Ogre Adventurer level 26
39th Dusk 122nd year of Ascendancy at 18:57 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Destruction the Ogre Adventurer level 21
26th Dusk 122nd year of Ascendancy at 02:47 see stats
I'm a cool hero (Madness (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Destruction the Ogre Adventurer level 15
23rd Dusk 122nd year of Ascendancy at 17:49 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Destruction the Ogre Adventurer level 32
40th Dusk 122nd year of Ascendancy at 21:49 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Destruction the Ogre Adventurer level 10
22nd Dusk 122nd year of Ascendancy at 07:55 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Destruction the Ogre Adventurer level 20
25th Dusk 122nd year of Ascendancy at 23:37 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Destruction the Ogre Adventurer level 30
40th Dusk 122nd year of Ascendancy at 01:26 see stats
Myths of an age past (Madness (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Destruction the Ogre Adventurer level 21
26th Dusk 122nd year of Ascendancy at 02:48 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Destruction the Ogre Adventurer level 5
76th Pyre 122nd year of Ascendancy at 15:07 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Destruction the Ogre Adventurer level 2
74th Pyre 122nd year of Ascendancy at 19:14 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Destruction the Ogre Adventurer level 1
74th Pyre 122nd year of Ascendancy at 14:14 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Destruction the Ogre Adventurer level 21
26th Dusk 122nd year of Ascendancy at 02:48 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Destruction the Ogre Adventurer level 9
21st Dusk 122nd year of Ascendancy at 11:52 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Destruction the Ogre Adventurer level 21
26th Dusk 122nd year of Ascendancy at 02:48 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Destruction the Ogre Adventurer level 5
76th Pyre 122nd year of Ascendancy at 14:39 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Destruction the Ogre Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:14 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Destruction the Ogre Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:14 see stats
Log
There is nowhere left to explore.
You collect a new ingredient: lump of stralite (1).
You gain 4.30 gold from the melting of psychokinetic pouch of stralite shots of corruption (Corpses) (20/20, 41-49 power, 5 apr).
You gain 12.46 gold from the melting of prismatic hardened leather armour of the wind (Misfortune) (20 def, 6 armour).
You collect a new ingredient: lump of voratun (1).
You gain 9.71 gold from the melting of enlightening voratun mail armour of the deep (Misfortune) (5 def, 16 armour).
You gain 6.00 gold from the melting of aegis cashmere wizard hat of arcana (Shrouds) (2 def, 0 armour).
You gain 8.98 gold from the melting of alchemist's rough leather gloves of the starseeker (Madness) (0 def, 1 armour).
You collect a new ingredient: lump of iron (1).
You gain 11.05 gold from the melting of miner's pair of iron boots of void walking (Misfortune) (0 def, 6 armour).
You gain 3.54 gold from the melting of spellwoven elven-silk robe of power (Misfortune) (0 def, 0 armour).
You collect a new ingredient: lump of stralite (1).
You gain 10.01 gold from the melting of blazebringer's stralite steamgun (Corpses).
You collect a new ingredient: stack of herbs (goldleaf) (1).
You gain 11.47 gold from the melting of absorbing living mindstar of gales (Nightmares) (16-18 power, 40 apr, nature damage).
You gain 5.70 gold from the melting of runic elven-wood longbow (Corpses).
You collect a new ingredient: lump of iron (1).
You gain 7.05 gold from the melting of truestriking iron battleaxe of rage (Corpses) (16-23 power, 1 apr).
You collect a new ingredient: stack of herbs (burdock) (5).
You gain 1.00 gold from the melting of wild infusion (res 23%; physical; dur 4; cd 15).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
There is a Passageway into the Daikara here (press '' or right click to use).
Ziguranth patrol's morale has been lowered.
There is a Hidden compound here (press '' or right click to use).
A psionic shield forms around Destruction.
The furious lightning storm around Destruction calms down and disappears.
Destruction no longer revels in blood quite so much.
Destruction deactivates his cloak's restoration systems.

















































































































































































































































































































































































































































































































































































































































































































