










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Alchemy Woes: Only One Provider 1.4.6Breaking out just the alchemy part of Regalion's mod, and making sure its 1.4.x compatible. Not thoroughly tested yet, but registering so I can just leave it on. This should prevent the other alchemists Golem Speed Lock 1.7.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Juggernaut Evolution for Bulwark 1.6.7Adds a new class evolution for Bulwark, the Juggernaut. As a Juggernaut, the Bulwark gains the ability to equip shields in the off hand and main hand simultaneously and Weapons Mastery will apply to shields. While equipped with two shields: - You may use Rush while sustaining Last Stand. Use Item Shortcuts 1.7.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Elkan's Infinite Dungeon Tweaks 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Curse Levels 1.7.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Stalker Evolution for Rogue 1.6.7Adds Stalker as a new class evolution prodigy for Rogue. While wearing no heavy armor (including helms, boots and gloves) and wielding no weapons: Use Alchemist Gems From Inventory 1.7.0Allows you to configure talents that use alchemist gems to prompt for gems to use from inventory instead of your wielded gems, via the "Prompt for alchemist gems to use with this talent" option on the right-click talent binding menu or the Talents dialog. Affected talents are:
Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
TK Mindstars Are Weapons 1.7.0Modifies Beyond the Flesh and related talents so that telekinetically wielded mindstars are treated as weapons, attacking adjacent foes rather then pulling them in from afar. (One minor exception: the Kinetic Aura, Thermal Aura and Charged Aura talents still follow their original behaviour with mindstars, doing damage to adjacent enemies once per turn rather than extra damage per weapon hit; modifying this behavior was deemed too difficult. We Apologize for the Inconvenience.™) Staff Infusion 1.7.0Modifies the Command Staff talent, allowing you to link your staff's damage element to your currently active alchemy infusion. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Plot Disarming 1.7.0Removes the 'plot-item' flag from certain items after their plot function has been served, allowing you to drop them. Currently affected items:
Also available as part of the ZOmnibus Addon Pack. Knight Evolution for Bulwark 1.7.4Adds a new class evolution for Bulwark, the Knight.
As a knight, you learn how to protect the Weaks and defeat the Evils.
You gain:
Spirit Horse Talent - Sustain. Gain shield and movement speed while active.
Spirit Horse Category
- Lance Charge: Charge toward target location and gain speed buff. Damage increases with movement speed.
- Knight's vow: Passively increases defensive stats and regenerate stamina on blocking.
- Tactical retreat: Retreat and gain movement speed
- Hammer and Anvil: Deal massive damage if target knocked back to wall. Damage increases with movement speed.
Knight Training Category
- Grand strategy: Gain wild speed on active.
- Tower of steel: Gain pin resist and physical damage increase if you wear heavy armor.
- Well fitted: Gain defensive stats if you wear heavy armor.
- Chivalry: More damage on counterstrike.
Effects Under Actors 1.7.0An experimental addon that modifies the rendering of various lasting spell/talent effects so that they are displayed below the player and NPCs, in an attempt to prevent multiple overlapping effects from effectively obscuring actors in their area of effect. Also can optionally "flatten" display of overlapping effects by displaying only one effect animation in the overlapping area (hopefully also reducing slowdown on older computers). Functionality is controlled by game options "UI | Display effects under actors" and "UI | "Flatten" overlapping effects". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Time Shield Tracking 1.3.0Improves the status icon for the Time Shield effect conferred by the Time Shield and Temporal Shield talents, showing both the remaining strength and the remaining duration of the shield. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Worm that Walks as Fast as You 1.7.0Adds a fortress action that allows you to spend some fortress energy to enhance your worm that walks to match your speed. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Logs in chronological order 1.7.4Makes logs appear in chronological order. More convenient when lots happens in a single turn. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Verbose Crystal Resonance 1.7.0Improves the description of the Crystal Resonance effect triggered by Mindslayers' Matter is Energy talent, adding a description of the actual effects conferred based on the consumed gem. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Much More Adventurous 1.7.0Gives adventurers every talent tree in the game. This includes things like object talents, talents from summons (golem, mecharachnid, etc), npc only talents (horrors, soul eater, etc), talents mostly removed from the game (old paradox mage and archer talents, etc), partially implemented talents (like the unavailable celestial class), and hidden talents not normally available on their own (individual poisons, traps, hymns, etc). Many of these are very unbalanced, and while I have removed every buggy talent I could find, combining talents that aren't normally available together on the player may cause a bad reaction. If you find something like this please let me know, I'm doing my best to modify every talent that needs it to work properly on the player. Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Poisons Reward 1.5.3Adds the Cunning/Poisons tree as a reward from Assassin Lord for siding with him. Increasing Cunning/Poisons and Cunning/Trapping, if already known. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Genuine Veteran 1.6.6A Combat Veteran tree rework, because the base tree isn't very attractive. Full details in the forum thread. Quick Recovery: Quick Recovery and Fast Metabolism merged. Lifegain scales with CON. This version has seen a complete playthrough main AoA campaign on insane roguelike without major issues, however it's still being tested and subject to change. This addon overloads the combat techniques tree, and is therefore incompatible with any addon or future versions which change that file. 0.9.5: Tooltips clarified, small numerical adjustments. Barbarian Evolution for Berserker 1.7.2Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Nexus improved tooltips 1.7.4Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Tooltips Past Level 5 1.7.3If you can level up a talent past level 5, you can compare the new levels (literally 1 row changed, I think it is a bug). Compatibilty: overrides _M:getTalentDesc at mod/dialogs/LevelupDialog.lua Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 68 / 69% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 288 (base 78) |
Dexterity | 129 (base 72) |
Constitution | 167 (base 78) |
Magic | 161 (base 78) |
Willpower | 150 (base 72) |
Cunning | 102 (base 17) |
Resources
Vim | 368/368 |
Life | 2891/2891 |
Positive | 191/191 |
Stamina | 677/677 |
Steam | 100/100 |
Healing Factor | 2.2649442885162 |
Regeneration | 102.10431279075 |
Speed
Mental | +2.9999999999931% |
Attack | 0% |
Movement | +130% |
Spell | +47.924007290061% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 9 |
See Stealth | 73.572759011574 |
See Invisible | 63.572759011573 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 304 |
Accuracy | 87 |
Crit Chance | 129% |
APR | 46 |
Speed | 0.97 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 85 |
Crit Chance | 95% |
Speed | 0.67602278921441 |
Cooldown Reduction | 66.042030796086 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 52% |
Speed | 1 |
Offense: Damage Bonus
Acid | +55% |
Arcane | +49% |
All | +43% |
Lightning | +70% |
Light | +180% |
Temporal | +53% |
Physical | +98% |
Darkness | +83% |
Fire | +181% |
Nature | +63% |
Offense: Damage Penetration
Light | +97% |
Physical | +5% |
Fire | 0% |
All | 0% |
Defense: Base
Armour (hardiness) | 139.77725242157 (100%) |
Defense | 70 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 93 |
Spell Save | 107 |
Mental Save | 70 |
Defense: Resistances
Acid | + 69%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 46%( 70%) |
Cold | + 70%( 70%) |
All | + 26%( 70%) |
Physical | + 66%( 70%) |
Lightning | + 70%( 70%) |
Light | + 80%( 80%) |
Temporal | + 45%( 75%) |
Mind | + 42%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Teleport Resistance | 80% |
Disarm Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 905 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 18 Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport up to 18 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 62%, your defense is increased by 62 and all your resistances by 62%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 5 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 111 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: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 41 with a minimum range of 15. |
Class Talents
Celestial / Crusader | 1.50 |
| 5/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Celestial / Sun | 1.50 |
| 6/5 |
| 3/5 |
| 6/5 |
| 6/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Celestial / Combat | 1.70 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
| 2/5 |
| 5/5 |
| 6/5 |
| 1/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 6/5 |
Celestial / Radiance | 1.70 |
| 6/5 |
| 5/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.20 |
| 6/5 |
| 5/5 |
| 0/5 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 6/5 |
| 6/5 |
| 5/5 |
| 6/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Race / Whitehooves | 1.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Weapon of Wrath |
talent | Gravitic Effulgence |
talent | Weapon of Light |
talent | Chant of Resistance |
talent | Righteous Strength |
beneficial effect | Your combat frenzy is improving your combat speed by 3.0%. Unending Frenzy |
beneficial effect | Increase light and physical damage by 24%. Righteous Strength |
beneficial effect | The target is surrounded by a magical shield, absorbing 1046/1046 damage before it crumbles. Damage Shield |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
beneficial effect | You have 6 charges. Death Momentum |
beneficial effect | The target is protected by the sun, increasing their spell casting speed by 48%, reducing spell cooldowns by 46%, and preventing damage over 46% of your maximum life from a single hit. Suncloak |
Quests
Proceed directly to the next Infinite Dungeon level in less than 215 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 10): Rush Hour (215)Turns left: 162 You completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 110 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 11): Rush Hour (110)Turns left: 86 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 12): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +6 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 287 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 15): Rush Hour (287)Turns left: 207 You completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 275 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 16): Rush Hour (275)Turns left: 166 You completed the challenge and received: +6 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 17): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 18): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 19): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 2): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 20): Rush Hour (191)Turns left: 113 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 21): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 22): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 428 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 23): Rush Hour (428)Turns left: 391 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 24): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 227 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 25): Rush Hour (227)Turns left: 180 You completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 26): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 173 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 27): Rush Hour (173)Turns left: 103 You completed the challenge and received: +1 Generic Point | done |
Kill 2 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 28): Headhunter2 / 2 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Kill 3 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 29): Headhunter3 / 3 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 3): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 31): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 32): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 33): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 34): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Eilinewe the dreaming horror'. Infinite Dungeon Challenge (Level 35): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 36): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 209 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 37): Rush Hour (209)Turns left: 140 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 38): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Ademira the dreaming horror'. Infinite Dungeon Challenge (Level 39): Dream HunterYou completed the challenge and received: +6 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 40): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 41): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 158 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 42): Rush Hour (158)Turns left: 133 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 43): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Velynor the dreaming horror'. Infinite Dungeon Challenge (Level 44): Dream HunterYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 45): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 47): MultiplicityTurns left: 0 You completed the challenge and received: +1 Prodigy Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 48): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 49): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 5): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 50): ExterminatorYou completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 51): MultiplicityTurns left: 0 You completed the challenge and received: +6 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 52): PacifistYou completed the challenge and received: +1 Generic Point and +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 53): Near SightedYou completed the challenge and received: +6 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 54): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 55): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 56): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 57): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 440 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 58): Rush Hour (440)Turns left: 136 You completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 59): ExterminatorYou completed the challenge and received: +6 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 476 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 60): Rush Hour (476)Turns left: 210 You completed the challenge and received: +6 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 61): Near SightedYou completed the challenge and received: +6 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 50 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 62): Rush Hour (50)Turns left: 33 You completed the challenge and received: +6 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 63): PacifistYou completed the challenge and received: +1 Generic Point and +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 64): Near SightedYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 65): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 66): ExterminatorYou completed the challenge and received: +6 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 67): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 218 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 68): Rush Hour (218)Turns left: 174 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 69): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 7): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 70): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 71): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 72): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 73): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 74): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 218 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 75): Rush Hour (218)Turns left: 171 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 76): Near SightedYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 77): Near SightedYou completed the challenge and received: +6 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 122 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 78): Rush Hour (122)Turns left: 90 You completed the challenge and received: +6 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 79): ExterminatorYou completed the challenge and received: +6 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 62 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 8): Rush Hour (62)Turns left: 52 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 77 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 81): Rush Hour (77)Turns left: 61 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 82): ExterminatorYou completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 83): MultiplicityTurns left: 0 You completed the challenge and received: +1 Prodigy Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 84): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 85): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 86): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 87): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 88): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 9): Near SightedYou completed the challenge and received: +6 Stat Points | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag ----- def ----- Armour +2 Defense +3 (+1 eff.) Phys.save +18 (+3 eff.) Pinning- +25% Knockbk- +25% Teleport- +100% ---------- misc Spell.cld 10% A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +8 Wil dps ---------- Dmg.mod +20% light On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Resists +5% arcane Phys.save +15 (+3 eff.) Heal.mod +20% ---------- misc Mana/s.crit +2.00 Light +12 See.Stealth +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +10 Str +3 Dex +6 Wil +6 Cun +12 Con dps ---------- Phys.crit +1.0% Crit.mult +20.00% ----- def ----- Armour +6 Fatigue +5% Die.at -80.00 life Silence- +50% ---------- misc Stam/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+2 eff.) ----- def ----- Armour +5 Resists +15% lightning Disarm- +100% ---------- misc Talents +5 Iron Grip Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +16 Str +8 Mag +11 Wil dps ---------- Phys.crit +15.0% Spell.crit +10% Dmg.mod +9% light Melee Ret 4 lightning ----- def ----- Resists +6% acid +6% light Max.HP +36.00 ---------- misc Max.mana +46.00 Max.stam +26.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +35 Str +8 Mag +19 Con dps ---------- Phys.pwr +26 (+5 eff.) ----- def ----- Armour +22 Resists +6% darkness Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +6 Con dps ---------- Crit.mult +5.00% Dmg.mod +19% physical Res.pen +5% physical Acc +25 (+5 eff.) ----- def ----- Resists +19% physical +40% nature +9% mind Mind.save +15 (+4 eff.) Confus- +50% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: (Instant) Level 2.5 Pwr.cost 37 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Unique] Steamtech Power 30.0 - 48.0 Phys.bleed Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +0% Undead +0% Demon +0% Horror On Hit: * flashes light on your target dealing 94 damage Recurse +3 While equipped: Stats +9 Str +9 Dex +9 Cun dps ---------- Crit.mult +15.00% ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +17 Str +17 Dex +28 Wil +31 Cun +12 Lck dps ---------- Phys.crit +6.0% Crit.mult +30.00% Phys.pwr +29 (+5 eff.) Dmg.mod +12% physical Against +89% Summoned ----- def ----- Armour +25 Defense +18 (+4 eff.) Fatigue -20% Resists +12% lightning +15% temporal +3% cold +18% fire +5% arcane +12% mind D.Red.from +90% Summoned Phys.save +50 (+9 eff.) Spell.save +66 (+11 eff.) Mind.save +50 (+12 eff.) Heal.mod +10% Cut- +20% Pinning- +30% ---------- misc T.Disarm +30 Stam/turn +1.00 Infravis +6 A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 45.0 - 63.0 Darkness Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +10.0% Block +250 While equipped: dps ---------- Spell.pwr +20 (+4 eff.) ----- def ----- Armour +20 Fatigue +2% Resists +25% darkness ---------- misc Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +25% light Melee Ret 30 blinding light ----- def ----- Defense +15 (+4 eff.) Resists +25% fire +55% light +30% darkness Res.Cap +10% light Talent.cat+ +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | ![]() 17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +10 Str +10 Dex +10 Mag +16 Wil +14 Cun +13 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+6 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+4 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 274% efficiency and cooldown mod of 65%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.4 steam per turn. Can be activated for an instant burst of 77 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 25% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 7 Travel.spd instantaneous Usage Speed Spell (68% of a turn) Is a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 5 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 7 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 4 Travel.spd instantaneous Usage Speed Spell (68% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 100 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- Armour +1 Hardiness +20% Fatigue +5% Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] A special reservoir seeps liquid fire onto the weapon, adding fire damage and setting the ground on fire when you hit. Requires talents: - Explosives (4) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (2) Example Item: crude incendiary groove 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals fire damage and ignites the ground. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] The 'Crawling Ants' itching powder will distract your enemies from any complicated actions. Requires talents: - Chemistry (2) Requires ingredients: - stack of herbs (viperweed) (2) - lump of iron (1) Example Item: crude itching powder 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Itching Powder Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Throw a handful of dust that is very itchy to touch. Creatures in a cone of radius 5 are itchy for 3 turns, causing them to fail talents 24% of the time. The itchiness effect is applied with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Where you walk nature grows! Well moss. Sticky moss. Requires talents: - Therapeutics (2) Requires ingredients: - stack of herbs (viperweed) (4) Example Item: simple moss tread 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Moss Tread Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: For 10 turns, you lay down Grasping Moss where you walk or stand. The moss is placed automatically every step and lasts 5 turns. Each turn the moss deals 30.42 nature damage to each foe standing on it. This moss is very thick and sticky causing all foes passing through it have their movement speed reduced by 45% and have a 32% chance to be pinned to the ground for 4 turns. The damage scales with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that steels your body for a while, letting you survive below 0 life while increasing resistances. To be used with the medical injector implant. Requires talents: - Therapeutics (1) Requires ingredients: - sandworm tooth (2) - stack of herbs (viperweed) (3) Example Item: simple pain suppressor salve [power 117] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -117 life and reduces all damage by 12% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 8 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Attach small steam rocket to your boots, granting faster movement and leaving a trail of fire to burn those foolish enough to follow you. Requires talents: - Mechanical (2) Requires ingredients: - lump of iron (5) Example Item: iron rocket boots 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Effective talent level: 2.5 Use mode: Sustained Drains steam: 15 Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Activate the rocket boots, firing huge flames from your boots increasing your movement speed by 175%. Each movement will leave a trail of flames doing 226.40 fire damage for 4 turns. Doing any other actions will break the effect. Burninate them all! Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] A mechanical device for launching a spinning buzzsaw! What else could you want? Requires talents: - Mechanical (1) - Smith (1) Requires ingredients: - lump of iron (3) Example Item: iron saw projector 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Project Saw Effective talent level: 2.5 Use mode: Activated Steam cost: 10 Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You activate hidden springs to project a saw towards your foes. Any creature caught in the beam takes 471.39 physical damage and bleeds for half more in 5 turns. The damage increases with your Steampower. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that slices 'n' dices. Requires talents: - Explosives (1) - Mechanical (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude saw shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Saw Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special steamsaw shot with your steamgun(s) at a target for 227% physical weapon damage. The steamsaw will cut into the target, doing 113% physical weapon damage over 5 turns. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] A special shot that packs a punch. Requires talents: - Explosives (3) - Smith (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (2) Example Item: crude solid shell 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +1 Solid Shell Effective talent level: 2.5 Use mode: Activated Steam cost: 5 Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: You fire a special solid shot with your steamgun(s) at a target for 227% physical weapon damage. The weight of the shot will knock the target back 3 tiles. This talent does not use ammo as it is the ammo. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Attach a spring loaded mechanism to your gloves, allowing you to drag enemies into melee range and deliver a quick blow, pinning them in front of you. Requires talents: - Mechanical (1) Requires ingredients: - lump of iron (3) Example Item: iron grapple 0.0 T1 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Spring Grapple Effective talent level: 2.5 Use mode: Activated Steam cost: 30 Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Grab the target and pull them towards you, striking for 151% unarmed melee damage, and if you hit, pinning them for 3 turns. Tinkers can be attached to normal items to improve them with steam power! Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Dismantle any one sling, add some amazing steampower to it and make a powerful steamgun to fire a bullet hell at your foes! Requires talents: - Explosives (1) - Smith (1) Requires ingredients: - lump of iron (7) Requires: - a sling (not unique) Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] A powerful salve that makes you more resilient to physical, mental and magic effects and grants increased healing. To be used with the medical injector implant. Requires talents: - Therapeutics (5) Requires ingredients: - stack of herbs (viperweed) (3) - minotaur nose (1) Requires items: - frost salve - water salve - fiery salve Example Item: simple unstoppable force salve [power 28] 1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Increases all saves by 28 and healing factor by half Puts Talent Medical Injector on 13 cooldown Activation is instant. Medical salve. Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Wil dps ---------- Crit.mult +12.00% Acc +6 (+2 eff.) Apr +11 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 36 ----- def ----- Resists +6% lightning +14% temporal Mind.save +5 (+1 eff.) Confus- +14% Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% fire ----- def ----- Resists +20% fire -20% cold Affinity +30% fire Blind- +40% On Spell Hit: 10% Volcano 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light Res.pen +15% light ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 5.4 Pwr.cost 22 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 85 light damage to everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T5 amulet jewelry [Unique] Unknown While equipped: dps ---------- Phys.pwr +40 (+7 eff.) Steampwr +40 (+11 eff.) Spell.pwr +40 (+8 eff.) May understand old Sher'Tul language. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+3 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 5.5 Pwr.cost 8 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 921.67 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+2 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +1 Str ----- def ----- Fatigue -4% Resists +12% acid Stun/Frz- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+2 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +13% light Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce armor by 46% ----- def ----- Resists +12% acid +26% light +3% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% ----- def ----- Spell.save +7 (+1 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +10% physical ----- def ----- Resists +15% temporal ---------- misc Anom.red +10 Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 213.04 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 24 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ----- def ----- Talent.cat+ +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +9 Wil ----- def ----- Armour +4 Spell.save +15 (+3 eff.) Mind.save +33 (+8 eff.) Max.HP +74.00 Disarm- +92% Pinning- +92% Knockbk- +92% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +8 Str +6 Mag +6 Cun dps ---------- Dmg.mod +25% light Res.pen +30% light Melee Ret 12 cold ----- def ----- Resists +35% light +18% cold ---------- misc See.Invis +12 Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+2 eff.) Dmg.mod +15% light +15% physical ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 5.0 T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +40 (+8 eff.) ---------- misc Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 140% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 36 * Blasts creatures in a radius 1 shockwave around your target for 709.00 to 2127.00 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other creatures within radius 4), dealing 1958.67 to 3917.33 physical damage (based on Strength) to each. Uses 37 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+2 eff.) Dmg.mod +10% all Acc +20 (+4 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 4.5 Pwr.cost 19 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 290% 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." |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 115% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 238 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 22 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +4.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +128 fire While equipped: Stats +5 Con dps ---------- Phys.crit +11.0% All.spd +15% Res.pen +23% all +38% fire Acc +61 (+13 eff.) Apr +23 ----- def ----- Resists +6% lightning +9% darkness Crit.dmg- 10.00% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 12% Chain Lightning 3 While equipped: Stats +10 Dex +10 Mag dps ---------- Spell.crit +10% Spell.pwr +30 (+6 eff.) Mov.spd +30% Ranged+ 75 lightning ----- def ----- Defense +30 (+7 eff.) Resists +20% lightning ---------- misc Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 201 to 402 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 T4 steamgun 1H weapon [Unique] Steamtech Acc+ +0.2% base dam (max 20%) Apr +20 Atk.spd 100% Dmg.mult 120% Range +9 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
![]() 3.0 T5 arrow ammo [Rare] Psionic Power 72.0 - 100.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 21 Proj.spd +230% Ranged+ +57 physical On Crit.r2 +23 arcane On Hit: * 23% chance to reduce all saves and defense by 38 * 20% chance to knock the target back 3 spaces and deal 257 physical damage While equipped: ---------- misc Reload +5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master/Psionic Power 61.0 - 85.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +35 Crit +15.0% Capacity 22 Proj.spd +200% Ranged+ +32 blight +12 lightning On Hit.r1 +12 mind On Crit.r2 +4 mind +16 lightning On Hit: 20% Epidemic 5 On Hit: * 23% chance to reduce strength, dexterity, and constitution by 36 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Master/Psionic Power 72.0 - 100.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +38 Apr +18 Crit +20.0% Capacity 21 Ranged+ +60 physical +20 nature On Crit.r2 +12 nature On Hit: * 20 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 257 physical damage On Crit: * Wound the target dealing 382 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Master Power 87.0 - 121.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +29 Crit +18.0% Capacity 19 Proj.spd +200% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Random Unique] Arcane/Master/Psionic Power 71.5 - 100.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +35 Crit +3.0% Capacity 156 Ranged+ +8 blight +35 physical +16 mind On Hit.r1 +8 blight +8 temporal +20 mind On Hit: * 24% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 257 physical damage While equipped: ---------- misc Reload +8 Arrows are used with bows to pierce your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+2 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- Melee Ret 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. ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block 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. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +214 Phasing +30% Melee+ +10 acid While equipped: Stats +5 Con dps ---------- Phasing +30% On Melee Ret: * 15% chance to reduce armor by 46% ----- def ----- Armour +15 Fatigue +8% Resists +14% acid +15% lightning Mind.save +3 (+1 eff.) Teleport- +10% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Glows brightly in the light of dawn. When used to Attack: Power 50.0 - 60.0 Light Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +280 While equipped: ----- def ----- Armour +20 Defense +16 (+4 eff.) Rng.Def +17 (+4 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+3 eff.) ---------- misc Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+4 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+4 eff.) Mind.save +15 (+4 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 11 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Phys.save +15 (+3 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 54, based on Cunning and Magic) for 10 turns. Uses 37 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +0 Str +0 Dex +6 Mag +0 Wil +6 Cun +0 Con dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 5.5 Pwr.cost 9 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 571.20 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +0 Str +0 Dex +0 Mag +0 Wil +0 Cun +0 Con dps ---------- Crit.mult +20.00% ----- def ----- Armour +30 Fatigue +22% Resists +3% lightning Crit.dmg- 15.00% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +0 Str +0 Dex +5 Mag +0 Wil +0 Cun +5 Con ----- def ----- Armour +20 Defense +8 (+2 eff.) Fatigue +12% Phys.save +12 (+2 eff.) Spell.save +12 (+2 eff.) Mind.save +12 (+3 eff.) Silence- +0% Confus- +80% Pinning- +0% Stun/Frz- +0% Status resistances shift over time to match the statuses you are being hit by. 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. |
![]() 2.0 T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag dps ---------- Melee Ret 60 ice ----- def ----- Defense +12 (+3 eff.) Resists +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 797.94 cold damage and condensing the air into freezing vapors that deal 265.98 cold damage (based on Magic) each turn for 10 turns. Uses 22 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +25% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 T2 feet armor Reqs Heavy armour training [Unique] Steamtech While equipped: Stats +5 Str +4 Dex dps ---------- Steampwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +8% Resists +10% fire Pinning- +50% These boots have a 5% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (263 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (442 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 13 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +4 Fatigue +3% Resists +3% lightning +10% fire +1% physical +8% cold HP.reg +5.00 Heal.mod +12% Teleport- +20% ---------- misc Stam/turn +0.60 Max.stam +17.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 15% Darkfire: Level 6.5 Pwr.cost 9 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 380.73 fire damage and 248.24 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Mag ----- def ----- Armour +6 Fatigue +3% Resists +6% light +8% darkness Mind.save +7 (+2 eff.) Max.HP +54.00 ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 15 cooldown Level 3.8 Pwr.cost 15 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 2 area, doing 293.65 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Crit.mult +11.00% Melee+ 12 lightning ----- def ----- Armour +3 Fatigue +5% Resists +8% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +7 Mag +9 Wil dps ---------- Phys.crit +17.0% Spell.crit +10% Crit.mult +11.00% Spell.pwr +15 (+3 eff.) Melee+ 18 arcane 14 temporal Ranged+ 14 temporal Melee Ret 6 blight ----- def ----- Armour +3 Fatigue +5% Resists +7% arcane +10% temporal Spell.save +9 (+2 eff.) ---------- misc Mana/turn +0.04 Max.vim +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
![]() 2.0 T5 head armor [Unique] Master While equipped: Stats +12 Cun +18 Dex dps ---------- Phys.crit +10.0% Steam.crit +15% Dmg.mod +10% physical Res.pen +15% physical Acc +40 (+8 eff.) Apr +15 ----- def ----- Defense +15 (+4 eff.) Blind- +100% ---------- misc Masteries +0.20 Steamtech/Gunslinging +0.20 Steamtech/Bullets mastery This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Melee Ret 4 arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 73 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Infravis +5 Reveal the surrounding area (range 20). Uses 22 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+3 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 3.5 Pwr.cost 19 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 320.72 fire and 226.31 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil ----- def ----- Armour +12 Fatigue +8% Resists +15% light +15% mind +10% arcane HP.reg +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 15 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% fire Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% fire Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2020/2020 A set of 2020 tiny explosive spheres. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. This item has been sent to the Item's Vault. |
![]() 1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 24/30 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. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+1 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. This item has been sent to the Item's Vault. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Phys.save +5 (+1 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Against +35% Undead +35% Demon +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 58 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. This item has been sent to the Item's Vault. |
![]() 3.0 T3 digger tool [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 211% of the healing done. This effect scales with your Magic stat.. Uses 55 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 1745.76 fire damage (based on Magic). Uses 37 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. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Mag +2 Wil +3 Con dps ---------- Dmg.mod +15% light ---------- misc Light +3 Create a shield absorbing up to 302 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 cooldown gain a 12% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 399.33 temporal and 477.63 darkness damage (based on Magic). Uses 15 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T1 unknown [Unique] Steamtech Teleport.. A strange metal contraption imbued with some kind of teleportation magic. This item has been sent to the Item's Vault. |
Achievements
By Brighthoof the Infinite the Whitehoof Sun Paladin level 48
67th Dusk 122nd year of Ascendancy at 02:47 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 34
43rd Dusk 122nd year of Ascendancy at 11:32 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 23
28th Dusk 122nd year of Ascendancy at 06:32 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 27
32nd Dusk 122nd year of Ascendancy at 18:35 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 36
45th Dusk 122nd year of Ascendancy at 08:42 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 40
54th Dusk 122nd year of Ascendancy at 03:20 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 9
79th Pyre 122nd year of Ascendancy at 17:05 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 24
29th Dusk 122nd year of Ascendancy at 21:27 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 15
3rd Mirth 122nd year of Ascendancy at 03:33 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 19
24th Dusk 122nd year of Ascendancy at 03:46 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 26
32nd Dusk 122nd year of Ascendancy at 10:59 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 37
46th Dusk 122nd year of Ascendancy at 20:05 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 43
59th Dusk 122nd year of Ascendancy at 07:22 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 51
71st Dusk 122nd year of Ascendancy at 07:34 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 54
78th Dusk 122nd year of Ascendancy at 18:08 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 62
12nd Haze 122nd year of Ascendancy at 13:38 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 29
35th Dusk 122nd year of Ascendancy at 17:03 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 10
79th Pyre 122nd year of Ascendancy at 17:24 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 20
24th Dusk 122nd year of Ascendancy at 22:31 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 30
35th Dusk 122nd year of Ascendancy at 23:56 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 40
51st Dusk 122nd year of Ascendancy at 11:11 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 50
70th Dusk 122nd year of Ascendancy at 08:11 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 51
72nd Dusk 122nd year of Ascendancy at 17:10 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 40
52nd Dusk 122nd year of Ascendancy at 02:45 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 22
27th Dusk 122nd year of Ascendancy at 20:19 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 3
75th Pyre 122nd year of Ascendancy at 19:27 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 14
2nd Mirth 122nd year of Ascendancy at 06:41 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 32
40th Dusk 122nd year of Ascendancy at 13:38 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 29
35th Dusk 122nd year of Ascendancy at 18:31 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 20
26th Dusk 122nd year of Ascendancy at 06:48 see stats
By Brighthoof the Infinite the Whitehoof Sun Paladin level 34
43rd Dusk 122nd year of Ascendancy at 21:04 see stats
Log
Brighthoof the Infinite receives 65 healing from Blood Splash.
Eilinyna the crimson ooze burns with light!
Brighthoof the Infinite shines with light!
Brighthoof the Infinite is filled with the Sun's fury!
Brighthoof the Infinite performs a melee critical strike against Eilinyna the crimson ooze!
Brighthoof the Infinite hits Eilinyna the crimson ooze for (140 to psi shield), 4618 physical (4618 total damage).
Brighthoof the Infinite's tinker attains critical power!
Brighthoof the Infinite hits Eilinyna the crimson ooze for (140 to psi shield), 975 light (975 total damage).
Weapon of Light hits Eilinyna the crimson ooze for (140 to psi shield), 426 light (426 total damage).
Eilinyna the crimson ooze is a martyr.
Brighthoof the Infinite performs a melee critical strike against Eilinyna the crimson ooze!
Brighthoof the Infinite hits Eilinyna the crimson ooze for (140 to psi shield), 3804 physical (3804 total damage).
Brighthoof the Infinite performs a melee critical strike against Eilinyna the crimson ooze!
Brighthoof the Infinite hits Eilinyna the crimson ooze for (140 to psi shield) damage.
Brighthoof the Infinite's spell attains critical power!
Brighthoof the Infinite receives 178 healing from Blood Splash.
Brighthoof the Infinite receives 251 healing from Unending Frenzy.
Brighthoof the Infinite hits Eilinyna the crimson ooze for 5890 physical damage.
Brighthoof the Infinite killed Eilinyna the crimson ooze!
Brighthoof the Infinitestrikes twice with Wave of Power!
Brighthoof the Infinite performs a melee critical strike against Eilinyna the crimson ooze!
Brighthoof the Infinite performs a melee critical strike against Eilinyna the crimson ooze!
Brighthoof the Infinite performs a melee critical strike against Eilinyna the crimson ooze!
Brighthoof the Infinite casts Barrier.
Brighthoof the Infinite's spell attains critical power!
Brighthoof the Infinite's spell attains critical power!
Brighthoof the Infinite receives 178 healing from Blood Splash.
The shield around Brighthoof the Infinite crumbles.
A shield forms around Brighthoof the Infinite.