
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | The Ruined 1.5.7Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Forbidden Cults 1.5.9Official 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.
Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 50 / 50% |
Size | huge |
Lifes / Deaths | Killed by Doomed Shade of Insane Dwarf at level 50 on the 15th Gold 123rd year of Ascendancy at 09:34 / 2Killed by Doomed Shade of Insane Dwarf at level 50 on the 15th Gold 123rd year of Ascendancy at 09:49 |
Primary Stats
Strength | 255 (base 60) |
Dexterity | 91 (base 60) |
Constitution | 186.60353087461 (base 60) |
Magic | 88 (base 60) |
Willpower | 103 (base 60) |
Cunning | 107 (base 60) |
Resources
Mana | 809/859 |
Negative | 195/197 |
Life | 30000/4103 |
Paradox | 300 |
Equilibrium | 0 |
Vim | -131/-131 |
Steam | 175/175 |
Positive | 176/197 |
Stamina | 451/460 |
Psi | 0/627 |
Healing Factor | 2.2539677386442 |
Regeneration | 116.25325273574 |
Speed
Mental | +3.9968028886506E-12% |
Attack | +9.9920072216264E-12% |
Movement | +81.48584703276% |
Spell | +3.9968028886506E-12% |
Global | +72.032874063331% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 14 |
See Stealth | 166.87291168435 |
See Invisible | 166.87291168435 |
Offense: Mainhand
Damage | 386 |
Accuracy | 92 |
Crit Chance | 47% |
APR | 110 |
Speed | 1.00 |
Offense: Offhand
Damage | 333 |
Accuracy | 92 |
Crit Chance | 46% |
APR | 104 |
Speed | 1.00 |
Offense: Spell
Spellpower | 106 |
Crit Chance | 37% |
Speed | 0.99999999999996 |
Offense: Mind
Mindpower | 119 |
Crit Chance | 0% |
Speed | 0.9999999999999 |
Offense: Damage Bonus
All | -17% |
Offense: Damage Penetration
Arcane | +15% |
Defense: Base
Armour (hardiness) | 277.07144702379 (100%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 0 |
Physical Save | 86 |
Spell Save | 86 |
Mental Save | 86 |
Defense: Resistances
Nature | + 44%( 70%) |
Lightning | + 30%( 70%) |
Acid | + 32%( 70%) |
Cold | + 51%( 70%) |
Blight | + 51%( 70%) |
Physical | + 66%( 70%) |
Fire | + 70%( 70%) |
All | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 75% |
Confusion Resistance | 75% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Disarm Resistance | 50% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 75% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 29% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 94%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 160% efficiency and cooldown mod of 78%. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.6 steam per turn. Can be activated for an instant burst of 103 steam. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Butchery | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Guardian | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 3.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Crescendo | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Phantasm | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Spellblaze | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane surge | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Engineering | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mage warden | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Blacksmith | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blood spear | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blood magic | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Physics | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Chemistry | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Skeleton | 0.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Lacerating Strikes |
talent | Gloom |
talent | Overheat Saws |
beneficial effect | The thrill of combat improves the target's maximum life by 22%, life regeneration by 9.54, and stamina regeneration by 1.91. Bloodbath |
detrimental effect | The target burns with darkness, taking 159.10 damage each turn until it dies or runs away. Only Ashes Left |
beneficial effect | The target is moving is 56% faster. 1 Celerity |
detrimental effect | All damage done by the target will also hurt it for 38%. Martyrdom |
beneficial effect | All damage reduced by 186. Subcutaneous Metallisation |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | Spellpower is increased by 0. Cadence of PowersMindpower is increased by 143. Critical strike damage is increased by 46%. Critical strike chance is increased by 0%. All damage dealt is increased by 0%. |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
beneficial effect | The target is vibrating with power. If it uses a mind power, its damage will increase by 7% and its critchance will increase by 9%. Mental Resonance |
detrimental effect | The target is suffering from distracting wounds, and has a 9% chance to fail to use a talent and injure itself for 425 physical damage. Fumble |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | On death will restore to the source up to 21 times the vim's worth. Bleak Outcome |
beneficial effect | The target is recovering 173 life each turn. Recovery |
detrimental effect | Doomed Shade of Insane Dwarf is focusing on this target. Warden's Focus Target |
detrimental effect | The target is suffering from disabling wounds, reducing their critical strike chance by 69%. Scoundrel's Strategies |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 400, defense by 134 and looses all evasion bonus from being unseen. Illumination |
detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-39% global speed). Solipsism |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 49%. Strength and Willpower are increased by 19. Poisons and diseases have a 38% chance of being neutralized each turn. Cursed Form |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The gloom reduces damage the target inflicts by 40%. Gloom Weakness |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Magic by +1. | done |
You failed to protect the lost sun paladin from death by Insane Dwarf. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | done |
You failed to protect the lost warrior from death by Insane Dwarf. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 159. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +11 Str +13 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +20 Defense +11 (+6 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Quiver | ![]() 3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 40% Wil, 60% Cun, 50% Mag 60% Dex Acc+ +0.1% dam / acc Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Light source | ![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 9 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 139.17 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 139.17 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | ![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +7 Str +7 Con ----- def ----- Armour +16 Defense +4 (+2 eff.) Fatigue +10% Resists +10% all Blind- +50% Silence- +30% A Helmet. But with steam power! |
On hands | ![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +8 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +16 Disarm- +50% Unarmed combat: Power 36.0 - 50.4 Physical Uses 50% Mag, 40% Mag, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 125% Gauntlets. But with steam power! |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +2 Dex +12 Mag +10 Wil dps ---------- Spell.pwr +11 (+2 eff.) S.pwr/crit +2 Phasing +20% Acc +13 (+3 eff.) Apr +12 ----- def ----- Armour +11 Defense +16 (+8 eff.) Fatigue -4% Def/telep +15 Res/telep +15% Dur/telep +15% Disengage: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: dps ---------- Phys.pwr +18 (+1 eff.) Spell.pwr +12 (+2 eff.) Mind.pwr +9 (+2 eff.) Mov.spd +15% Dmg.mod +6% all +15% temporal Acc +15 (+3 eff.) Melee Ret 4 blight ----- def ----- Defense +17 (+8 eff.) Resists +15% blight Phys.save +12 (+0 eff.) Spell.save +17 (+0 eff.) Mind.save +17 (+4 eff.) Blinding Speed: Puts all charms on 14 cooldown Level 3.0 Pwr.cost 14 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Around neck | ![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +13 Str +8 Con ----- def ----- Phys.save +24 (+0 eff.) Mind.save +24 (+5 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 4.4 Pwr.cost 4 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 271.88 physical damage in a radius 7 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. |
In main hand | ![]() 3.0 T5 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 41.5 - 62.3 Phys.bleed Uses 150% Mag, 40% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +98 Uses 1.0 Steam While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +11 (+2 eff.) ----- def ----- Armour +8 Defense +24 (+11 eff.) Fatigue +12% Proj.evade +11% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! This object's appearance was changed to The Lumberator. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 46.0 - 69.0 Phys.bleed Uses 150% Mag, 40% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +64 On Hit.r1 +14 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +11 (+6 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +8 Dex dps ---------- Dmg.mod +9% arcane +9% darkness Res.pen +15% arcane Acc +9 (+2 eff.) Apr +8 On Hit (Melee): * 20% chance to disease ----- def ----- Defense +20 (+9 eff.) Resists +10% acid +7% lightning +8% fire +5% nature +15% cold Phys.save +15 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +8 Str +8 Cun +7 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +30 Defense +32 (+13 eff.) Fatigue +26% Resists +10% physical Phys.save +26 (+0 eff.) Mind.save +65 (+13 eff.) Max.HP +92.00 ---------- misc Hate/m.crit +4.00 Max.hate +2.00 Max.vim +10.00 A suit of armour made of metal plates. |
Inventory
![]() 0.0 potion [Plot Item] Nature Grant you two additional class talent points. A vial of clear, steaming fluid. |
![]() 0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 102.65 physical damage and 205.29 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 540 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 394.76 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 10 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 20 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Dex +3 Mag +2 Wil +5 Cun +5 Con ---------- misc Psi/ret +0.16 Hate/m.crit +2.00 Infravis +2 Masteries +0.17 Steamtech/Gunslinging Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- 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 3.0 Pwr.cost 10 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences 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 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (+0 eff.) Spell.save -30 (+0 eff.) Mind.save -30 (-6 eff.) ---------- misc Talents +1 Through The Crowd You have set the ring to grant you Through The Crowd! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag, 40% Wil Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+1 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 2 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 144.33 physical damage to all targets in line, and inflicting bleeding for another 72.17 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. This item has been sent to the Item's Vault. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 190% Mag, 40% Wil Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+2 eff.) Dmg.mod +20% physical Acc +7 (+1 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 3 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 180% Mag, 40% Wil Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+4 eff.) Dmg.mod +10% temporal +20% physical ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 5 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 166.58 physical (gravity) damage. Each target moved beyond the first increases the damage by 20.82 (up to a maximum of 83.29 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Shard of Wintertide (30-36 power, 5 apr, cold element) Shard of Wintertide (30-36 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Unique] Arcane/Nature Power 30.0 - 36.0 Ice Uses 170% Mag, 40% Wil Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +5 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +20 (+3 eff.) Dmg.mod +20% darkness +20% cold ----- def ----- Resists +20% darkness +20% cold ---------- misc Cooldown Moonlight Ray -1 Invoke Darkness -1 Ice Shards -1 Wintery Wrath -1 Glacial Vapour -2 This giant icicle shines with a gentle lunar radiance. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Blood Spear Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +14% Crit.mult +16.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 68.0 - 102.0 Physical Uses 180% Mag, 40% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+3 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 170% Mag, 40% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 180% Mag, 40% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.2 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 126% damage. If the attack hits, the target's armour and saves are reduced by 12 for 6 turns. Also if the target is protected by a temporary damage shield there is 64% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! This item has been sent to the Item's Vault. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 180% Mag, 40% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Dmg.mod +5% all Acc +20 (+4 eff.) ---------- misc Masteries +0.20 Technique/Two-handed assault +0.20 Corruption/Brutality ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.0 Pwr.cost 9 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 255% 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 T4 greatsword 2H weapon [Unique] Arcane/Master Power 68.0 - 108.8 Physical Uses 175% Mag, 40% Wil Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 4 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 170% Mag, 40% Wil Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 190% Mag, 40% Wil Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+2 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+0 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 20 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 216.35. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Unique] Nature/Psionic Power 84.0 - 117.6 Physical Uses 190% Mag, 40% Wil Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +20.0% Atk.spd 100% On Hit: 10% Stunning Blow 1 On Hit: 10% Spit Poison 5 On Hit: 10% Silence 3 While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con +10 Lck dps ---------- Mind.crit +12% Phys.pwr +12 (+1 eff.) Mind.pwr +12 (+2 eff.) Dmg.mod +15% cold +25% nature +10% mind ----- def ----- Resists +10% acid +15% cold +20% nature ---------- misc Light +2 Cooldown Spit Poison -2 Rush -3 Masteries +0.30 Technique/Combat techniques +0.30 Psionic/Psychic Assault +0.30 Technique/Combat training Implode: Level 2.0 Pwr.cost 14 out of 60/60. Range 5 Travel.spd instantaneous Is a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 6 turns and dealing 82.9 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Physical Uses 150% Mag, 40% Wil Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 10 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 67 acid damage in a 4 radius ball. This damage will increase by 50% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 160% Mag, 40% Wil Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +10% physical +12% temporal Rethread: Level 2.0 Pwr.cost 3 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 139.17 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 150% Mag, 40% Wil Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +7 Cun +10 Wil dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 150% Mag, 40% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 85% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 40% Wil, 105% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 3 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 138.90 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 40% Wil, 55% Dex, 100% Mag Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+0 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 25.0 - 32.5 Physical Uses 40% Wil, 95% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 40% Wil, 55% Dex, 95% Mag Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 140% Mag, 40% Wil Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 14 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 15.79 acid and 15.79 blight damage. If not cleared after five turns it will inflict 89.63 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T5 dagger 1H weapon [Unique] Master Power 45.0 - 58.5 Physical Uses 40% Wil, 85% Mag, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +8% light +10% physical ----- def ----- Pinning- +50% ---------- misc Light +1 Telepathy Humanoid/Orc During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 80% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 24.0 - 26.4 Dreamforge Uses 100% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+1 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 9.0 Pwr.cost 8 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 65.85 mind damage, 65.85 burning damage, and knocking back your enemies in a radius 7 cone. Empty terrain may be changed (50% chance) for 5 turns into forge walls, which block movement and inflict 6.10 mind and 6.10 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 T3 steamsaw 1H weapon [Unique] Nature/Steamtech Power 27.0 - 40.5 Nature Uses 150% Mag, 40% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +3.0% Atk.spd 100% Block +50 On Kill: * summon a treant (5 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +8% ---------- misc Talents +1 Block "Spread the wonders of nature even quicker than ever with this seed injecting steamsaw! Your former enemies will be freshly grown trees before you even know it!" |
![]() 3.0 T4 steamsaw 1H weapon [Unique] Steamtech Power 28.0 - 42.0 Phys.bleed Uses 150% Mag, 40% Wil Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +9.0% Atk.spd 100% Block +50 HP.leech +0% On Hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +8 (+4 eff.) Fatigue +9% ---------- misc Talents +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Power 0.0 - 0.0 Physical Uses 50% Mag, 40% Wil Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 125% Range +7 While equipped: dps ---------- Ranged+ 20 blight Dmg.mod +40% blight On Hit (Ranged): * 40% chance to disease ----- def ----- Disease- +50% Cyst Burst: Level 5.0 Pwr.cost 4 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Make your target's diseases burst, doing 75.19 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 0.0 - 0.0 Physical Uses 50% Mag, 40% Wil Mastery Strength of Purpose Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Power 0.0 - 0.0 Physical Uses 50% Mag, 40% Wil Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 3 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T1 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag, 40% Wil Acc+ +0.1% dam / acc Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
![]() 4.0 T2 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag, 40% Wil Acc+ +0.1% dam / acc Apr +4 Atk.spd 100% Dmg.mult 125% Range +7 Proj.spd +300% Dmg.conv 80% fire burn Uses 2.0 Steam Flare: Level 3.0 Pwr.cost 7 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 31 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Unique] Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag, 40% Wil Acc+ +0.1% dam / acc Apr +20 Crit -10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
![]() 4.0 T4 steamgun 1H weapon Reqs Shoot [Unique] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag, 40% Wil Acc+ +0.1% dam / acc Apr +7 Atk.spd 100% Dmg.mult 130% Range +7 Proj.spd +1000% On Hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Uses 2.0 Steam While equipped: ----- def ----- Ice.pen +20% Strange coils encircle this extremely cold gun. |
![]() 3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 60% Wil, 100% Mag, 60% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 34.0 - 47.6 Bright light Uses 40% Wil, 100% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 40% Wil, 110% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Timekeeper (4 def, 2 armour, 23 block) Timekeeper (4 def, 2 armour, 23 block)7.0 T1 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +2 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +5% temporal Teleport- +100% ---------- misc Talents +1 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
![]() 7.0 T4 shield armor [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+7 eff.) Rng.Def +14 (+7 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +20 Defense +5 (+3 eff.) Rng.Def +12 (+6 eff.) Fatigue +10% Resists +25% fire +25% cold ---------- misc Talents +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor [Unique] Nature While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+8 eff.) Rng.Def +17 (+8 eff.) Fatigue +12% Resists +15% darkness +10% fire +12% mind +20% light Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +5 Block Send out a range 7 beam, lighting its path and dealing 50.57 to 63.22 light damage (based on Willpower and Cunning). Uses 4 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+6 eff.) Rng.Def +15 (+8 eff.) Fatigue +28% Resists +2% all ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield offense +0.20 Technique/Shield defense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 6.0 T3 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+6 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) ----- def ----- Spell.save +16 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight Spell.save +15 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+4 eff.) Resists -10% cold +20% fire 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 +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+8 eff.) Resists +20% lightning 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% Dmg.mod +15% blight ----- def ----- Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 5 out of 20/20. Range 7 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 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 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 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+5 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 6 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 79.51 to 238.53 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+9 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 42, based on Cunning and Magic) for 10 turns. Uses 17 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 [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +8% Resists +24% cold +16% light +16% darkness A suit of armour made of leather. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+0 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 396.16 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 9 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+8 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+0 eff.) Mind.save +25 (+5 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 5 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 16 Armour, 23 Defense and your attacks will gain 46% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +0 (+0 eff.) ----- def ----- Armour +35 Defense +25 (+11 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+0 eff.) Spell.save +25 (+0 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. Link of Pain: (Instant) Level 3.0 Pwr.cost 5 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+9 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 10 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 43 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 10 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 15 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 4 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 113 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +0% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- 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 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +8 Mag +4 Wil ----- def ----- Armour +12 Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Fatigue +5% Spell.save +5 (+0 eff.) Max.HP +30.00 ---------- misc Spell.cld 10% Infravis +3 Blink to a nearby random location (rad 13) Puts all charms on 9 cooldown A pair of boots made of leather. |
![]() 3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cursed/Endless hunt +0.20 Cunning/Trapping +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 11 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Mag, 40% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 3 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 95.46 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
![]() 1.0 T3 hands armor [Random Unique] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Mind.pwr +4 (+1 eff.) Melee+ 14 light Dmg.mod +5% light +15% blight ----- def ----- Armour +2 Resists +16% light +8% darkness Mind.save +10 (+2 eff.) Heal/summ +40 ---------- misc Mana/turn +0.27 Infravis +2 Unarmed combat: Power 17.0 - 18.7 Physical Uses 50% Mag, 40% Mag, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Melee+ +8 arcane On Crit.r2 +22 light +32 darkness On Hit: 10% Elemental Bolt 3 On Hit: * 9% chance to blind Starfall: Puts all charms on 7 cooldown Level 1.0 Pwr.cost 7 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 75.23 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 12 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 3 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 159.85 mind damage and cripples the target's higher mental functions, reducing cunning by 27 and confusing (39% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 20 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% fire +10% physical ----- def ----- Armour +9 Defense +5 (+3 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 15 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 367.83 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +12% temporal +9% fire Acc +12 (+2 eff.) Melee Ret 4 fire On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +11 Defense +9 (+5 eff.) Fatigue +5% Resists +12% acid +23% fire +12% cold +14% lightning Silence- +0% ---------- misc Infravis +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 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 (+2 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 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% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 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: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 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% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: 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 (+5 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats +7 Cun +6 Wil dps ---------- Mind.crit +6% Mind.pwr +8 (+2 eff.) Dmg.mod +13% mind ----- def ----- Armour +4 Resists +6% nature +3% physical Mind.save +11 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light -6 Infravis +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful healing salve [power 420] powerful healing salve [power 420]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 160% efficiency and 78% cooldown modifier. Heal 420 Puts Talent Medical Injector on 5 cooldown Medical salve. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 27 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 4 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 67 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 387.73 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 9 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 9 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 0.0 heart corpse [Plot Item] Arcane Consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T3 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Insane Dwarf the Dwarf Adventurer level 26
17th Dearth 122nd year of Ascendancy at 20:23 see stats
By Insane Dwarf the Dwarf Adventurer level 42
27th Iron 123rd year of Ascendancy at 15:40 see stats
By Insane Dwarf the Dwarf Adventurer level 26
16th Dearth 122nd year of Ascendancy at 23:17 see stats
By Insane Dwarf the Dwarf Adventurer level 42
25th Iron 123rd year of Ascendancy at 04:24 see stats
By Insane Dwarf the Dwarf Adventurer level 47
7th Steel 123rd year of Ascendancy at 10:57 see stats
By Insane Dwarf the Dwarf Adventurer level 45
5th Steel 123rd year of Ascendancy at 20:56 see stats
By Insane Dwarf the Dwarf Adventurer level 34
14th Loss 122nd year of Ascendancy at 23:15 see stats
By Insane Dwarf the Dwarf Adventurer level 44
1st Steel 123rd year of Ascendancy at 00:08 see stats
By Insane Dwarf the Dwarf Adventurer level 5
17th Voratun 122nd year of Ascendancy at 09:51 see stats
By Insane Dwarf the Dwarf Adventurer level 22
2nd Dearth 122nd year of Ascendancy at 02:16 see stats
By Insane Dwarf the Dwarf Adventurer level 23
13rd Dearth 122nd year of Ascendancy at 01:05 see stats
By Insane Dwarf the Dwarf Adventurer level 32
35th Dearth 122nd year of Ascendancy at 04:59 see stats
By Insane Dwarf the Dwarf Adventurer level 48
12nd Steel 123rd year of Ascendancy at 18:02 see stats
By Insane Dwarf the Dwarf Adventurer level 26
16th Dearth 122nd year of Ascendancy at 23:03 see stats
By Insane Dwarf the Dwarf Adventurer level 31
32nd Dearth 122nd year of Ascendancy at 06:18 see stats
By Insane Dwarf the Dwarf Adventurer level 10
29th Voratun 122nd year of Ascendancy at 21:16 see stats
By Insane Dwarf the Dwarf Adventurer level 20
13rd Wealth 122nd year of Ascendancy at 10:12 see stats
By Insane Dwarf the Dwarf Adventurer level 30
29th Dearth 122nd year of Ascendancy at 05:56 see stats
By Insane Dwarf the Dwarf Adventurer level 40
23rd Iron 123rd year of Ascendancy at 09:36 see stats
By Insane Dwarf the Dwarf Adventurer level 50
36th Steel 123rd year of Ascendancy at 22:07 see stats
By Insane Dwarf the Dwarf Adventurer level 33
6th Loss 122nd year of Ascendancy at 22:20 see stats
By Insane Dwarf the Dwarf Adventurer level 28
22nd Dearth 122nd year of Ascendancy at 05:22 see stats
By Insane Dwarf the Dwarf Adventurer level 33
9th Loss 122nd year of Ascendancy at 07:15 see stats
By Insane Dwarf the Dwarf Adventurer level 14
31st Voratun 122nd year of Ascendancy at 06:59 see stats
By Insane Dwarf the Dwarf Adventurer level 44
1st Steel 123rd year of Ascendancy at 20:48 see stats
By Insane Dwarf the Dwarf Adventurer level 5
17th Voratun 122nd year of Ascendancy at 08:37 see stats
By Insane Dwarf the Dwarf Adventurer level 20
14th Wealth 122nd year of Ascendancy at 23:07 see stats
By Insane Dwarf the Dwarf Adventurer level 26
16th Dearth 122nd year of Ascendancy at 23:17 see stats
By Insane Dwarf the Dwarf Adventurer level 17
5th Profit 122nd year of Ascendancy at 09:10 see stats
By Insane Dwarf the Dwarf Adventurer level 42
30th Iron 123rd year of Ascendancy at 09:35 see stats
By Insane Dwarf the Dwarf Adventurer level 21
27th Wealth 122nd year of Ascendancy at 16:40 see stats
By Insane Dwarf the Dwarf Adventurer level 5
17th Voratun 122nd year of Ascendancy at 09:51 see stats
By Insane Dwarf the Dwarf Adventurer level 5
17th Voratun 122nd year of Ascendancy at 09:51 see stats
By Insane Dwarf the Dwarf Adventurer level 41
25th Iron 123rd year of Ascendancy at 02:29 see stats
Log
Insane Dwarf picks up (f.): Ancient Tome titled 'Gems and their uses'.
Insane Dwarf picks up (e.): schematic: Deflection Field.
Insane Dwarf picks up (f.): schematic: Lightning Coil.
Insane Dwarf picks up (f.): schematic: Focus Lens.
You pickup 0.70 gold pieces.
Insane Dwarf picks up ( .): prismatic drakeskin leather armour of cold resistance (5 def, 8 armour).
Insane Dwarf picks up ( .): Death's Embrace (18 def, 18 armour).
Insane Dwarf picks up (t.): cruel elven-wood vilestaff of might (25-30 power, 5 apr, blight element).
Lore found: Death's Embrace
You can read all your collected lore in the game menu, by pressing Escape.
Insane Dwarf mentally dismisses some damage!
Something converts some damage to Psi!
Something mentally dismisses some damage!
Something hits Insane Dwarf for (102 resist armour), (38 dismissed), 38 mind, (102 resist armour), 218 lightning (257 total damage).
Lava floor hits Something for (5 dismissed), 0 to psi, 0 fire (0 total damage).
Insane Dwarf is no longer magically poisoned.
Insane Dwarf converts some damage to Psi!
Insane Dwarf mentally dismisses some damage!
Only Ashes Left from Doomed Shade of Insane Dwarf hits Insane Dwarf for (58 resist armour), 0 mind, (102 resist armour), (5 dismissed), 2 to psi, 1 darkness (3 total damage).
Vulnerability Poison from Doomed Shade of Insane Dwarf hits Insane Dwarf for (19 resist armour), 0 mind, (37 resist armour), 0 arcane (0 total damage).
Insane Dwarf receives 96 healing (293 psi heal).
Insane Dwarf evades Something.
Something misses Insane Dwarf.
Something performs a melee critical strike against Insane Dwarf!
Insane Dwarf resists the pin!
Insane Dwarf's spell attains critical power!
Insane Dwarf resists the terror!
Insane Dwarf evades Shield of Light.
Tempest of Metal performs a melee critical strike against Insane Dwarf!
Saving game...