





































Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Adventurer |
| Level / Exp | 50 / 1571% |
| Size | big |
| Lifes / Deaths | Killed by Beleba the broken golem at level 34 on the 26th Shortage 122nd year of Ascendancy at 23:15 / 1 |
Primary Stats
| Strength | 296.81709104838 (base 99) |
| Dexterity | 266.63418209675 (base 97) |
| Constitution | 219.63418209676 (base 97) |
| Magic | 227.81709104838 (base 100) |
| Willpower | 171.63418209676 (base 100) |
| Cunning | 225.23418209676 (base 100) |
Resources
| Mana | 71/71 |
| Negative | 172/172 |
| Life | 2687/2687 |
| Paradox | 300 |
| Soul | 15/15 |
| Steam | 139/139 |
| Hate | 87/100 |
| Equilibrium | 88 |
| Vim | 199/199 |
| Insanity | 0/100 |
| Positive | 97/97 |
| Stamina | 536/536 |
| Psi | 570/570 |
| Healing Factor | 2.1025000889531 |
| Regeneration | 205.72855365285 |
Speed
| Mental | +34.36924575419% |
| Attack | +13.6035560593% |
| Movement | +449.02275287479% |
| Spell | +69.37720406334% |
| Global | +194.16528840191% |
Vision
| Sight | 10 |
| Lite | 27 |
| Infravision | 17.439594576085 |
| See Stealth | 151.13715744478 |
| See Invisible | 165.77133954154 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 714 |
| Accuracy | 147 |
| Crit Chance | 154% |
| APR | 84 |
| Speed | 0.74 |
Offense: Offhand
| Damage | 700 |
| Accuracy | 147 |
| Crit Chance | 153% |
| APR | 84 |
| Speed | 0.74 |
Offense: Spell
| Spellpower | 176 |
| Crit Chance | 100% |
| Speed | 0.59039822125417 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 154 |
| Crit Chance | 82% |
| Speed | 0.88025413524732 |
Offense: Damage Bonus
| Acid | +29% |
| Blight | +66% |
| Arcane | +58% |
| Cold | +50% |
| All | +2% |
| Physical | +40% |
| Lightning | +63% |
| Light | +100% |
| Temporal | +8% |
| Mind | +35% |
| Darkness | +130% |
| Fire | +191% |
| Nature | +43% |
Offense: Damage Penetration
| Acid | +62% |
| Blight | +47% |
| Arcane | +66% |
| Cold | +159% |
| Lightning | +39% |
| Light | +52% |
| Temporal | +30% |
| Physical | +111% |
| Darkness | +84% |
| Fire | +111% |
| Nature | +32% |
Defense: Base
| Armour (hardiness) | 656.48453412087 (89.708763900747%) |
| Defense | 153 |
| Ranged Defense | 163 |
| Fatigue | 0 |
| Physical Save | 117.8 |
| Spell Save | 115.4 |
| Mental Save | 113 |
Defense: Resistances
| Acid | 70%( 70%) |
| Blight | 70%( 70%) |
| Arcane | 70%( 70%) |
| Cold | 70%( 70%) |
| All | 88%( 70%) |
| Physical | 74%( 74%) |
| Lightning | 70%( 70%) |
| Light | 70%( 70%) |
| Temporal | 70%( 70%) |
| Mind | 70%( 70%) |
| Darkness | 80%( 80%) |
| Fire | 70%( 70%) |
| Nature | 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 100% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (3/5)
| Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (59% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 730 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Implants | Effective talent level: 2.5 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 27.6 steam per turn. Can be activated for an instant burst of 137 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Butchery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Eradication | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Voracity | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Earthen power | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Hounds | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Age of dusk | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Matter | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Corruption / Torture | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Furnace | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Scourge | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic pact | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Gravity | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Phantasm | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Rot | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Doom shield | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Nightfall | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Battlefield management | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Golemancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Undead drake | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Plague | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Ambush | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Corrosive blades | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Endless hunt | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Avoidance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented striking | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Eldritch stone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Mecharachnid | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Artillery | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.20 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Void | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Fire alchemy | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Absorption | 1.20 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| Demented / Friend of the worm | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Demented / Path of horror | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Death | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Animus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Eldritch shield | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Frost alchemy | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Master of flesh | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Ice | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Psionic / Solipsism | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Ooze | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mucus | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Master of bones | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced-golemancy | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aether | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Strife | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Oozing blades | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Glacial waste | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Doom covenant | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Wildfire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master necromancer | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vile life | 109.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Spectre | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Undead / Lich | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Dream Forge | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Feedback | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Mentalism | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 129.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torment | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Dreaming | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Energy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Eternal Night |
| talent | Doomed For Eternity |
| talent | Infestation |
| talent | Acidic Skin |
| talent | Arcane Shield |
| talent | Gravity Locus |
| talent | |
| talent | Weapon of Light |
| talent | Automated Cloak Tessellation |
| talent | Ice Core |
| talent | Pure Aether |
| talent | Wildfire |
| talent | Grinding Shield |
| talent | Shield of Light |
| talent | Reaping |
| talent | Thermal Aura |
| talent | Melting Point |
| talent | Energy Decomposition |
| talent | Stalk |
| talent | Ruin |
| talent | Retribution |
| talent | Fiery Hands |
| talent | Furnace |
| talent | Stone Vines |
| talent | Forge Shield |
| talent | Searing Sight |
| talent | Spellcraft |
| talent | Icy Skin |
| talent | Beyond the Flesh |
| talent | Shadow Feed |
| talent | Blood Vengeance |
| talent | Overkill |
| talent | Daunting Presence |
| talent | Pace Yourself |
| talent | Eldritch Infusion |
| talent | Second Life |
| talent | Numbing Poison |
| talent | Arcane Combat |
| talent | Matter Weaving |
| talent | Chant of Fortress |
| talent | Thunderstorm |
| talent | Living Lightning |
| talent | Shielding |
| talent | Kinetic Aura |
| talent | Spikes of Decrepitude |
| talent | Grim Shadow |
| talent | Shards |
| talent | Bone Shield |
| talent | Erupting Shadows |
| talent | Shadow Combat |
| talent | Phantasmal Shield |
| talent | Aura of Undeath |
| talent | Exploit Weakness |
| talent | Flame Infusion |
| talent | Raze |
| talent | Weapon Folding |
| talent | Volatile Poison |
| talent | Crystalline Focus |
| talent | Hiemal Shield |
| talent | Hymn Nocturnalist |
| talent | Lucid Dreamer |
| talent | Burning Wake |
| talent | Mitosis |
| talent | Charged Shield |
| talent | Phase Pulse |
| talent | Elemental Harmony |
| talent | Shield Wall |
| talent | Temporal Hounds |
| talent | Deflection |
| talent | Call Shadows |
| talent | Apply Poison |
| talent | Repel |
| talent | Embedded Restoration Systems |
| talent | Shock Hands |
| talent | Feather Wind |
| talent | Uttercold |
| talent | Shadow Decoy |
| talent | Augmentation |
| talent | Void Stars |
| talent | Elemental Discord |
| talent | Weapon of Wrath |
| talent | Gloom |
| talent | Hymn of Shadows |
| talent | Skate |
| talent | Essence of Speed |
| talent | Arcane Power |
| talent | Arcane Feed |
| talent | Kinetic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.8)Penalty : Fractured Sanity: -7% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +11% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +6 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 58% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Bloodbath |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+43% global speed). Clarity |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+19% resist all). Shroud of Passing |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.8)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +11% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 20 turns, retch (level 2) when you fall below 45% health Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +19 Darkness Resistance, +10% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 19% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 19% for 3 turns. |
| beneficial effect | Linked to their horror ally gaining 29% all damage resistance. Shared Insanity |
| beneficial effect | Physical power, spellpower and all saves increased by 68. Commander of the Dead |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +8 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 126 mind and 216 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 6 nightmare (summon Terrors and chances to slow, deal 221 Mind damage, and deal 378 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Countering melee attacks: Has a 75% chance to get an automatic counter attack when avoiding a melee attack. (3.1 counters remaining) Counter Attacking |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+33% chance to avoid traps). Power 2+: -1 Luck, +4 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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& And now for a grave | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj&039;s request to study it. You must now look for the athame and diamond in Reknor. Back and there againYou brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lost defiler from death by Mischief Managed. Escort: lost defiler (level 3 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Mischief Managed. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You failed to protect the lost sun paladin from death by Mischief Managed. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Mischief Managed. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by Mischief Managed. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by Mischief Managed. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by Mischief Managed. Escort: temporal explorer (level 2 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Mischief Managed. Escort: temporal explorer (level 8 of Dreadfell) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have &039; the heart of one of your fellow necromancers. * Yiilkgur the Sher&WHITESLATEWHITECRIMSON | done |
From bellow, it devours | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 fire 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 |
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&039;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&LIGHT_GREEN | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed ice ant stinger. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed bloated horror heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed ice wyrm tooth. * You&WHITELIGHT_GREEN039;ve found the needed green worm. * You&WHITELIGHT_GREEN039;ve found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed naga tongue. * You& | active |
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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | 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&LIGHT_GREENWHITELIGHT_GREEN There and back again | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Salera (Madness) (63-101 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 176% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * injects a simple virus dealing 116 blight damage on hit and lowering the victims highest stat Damage (Melee): +23 darkness Damage (radius 2) on crit: +13 lightning / +54 cold Damage against: +20% Living When wielded/worn: Changes stats: +3 Wil / +2 Con Changes resistances penetration: +7% lightning / +23% cold Changes damage: +9% mind Mental crit. chance: +3% Movement speed: +47% Curse of Madness Massive two-handed swords. |
| On hands | Arcspike the hardened leather gloves (Corpses) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 8 arcane Damage when hit (Melee): 2 temporal Changes stats: +7 Mag / +7 Wil Changes resistances: +12% light / +6% cold / +3% darkness / +6% arcane Changes resistances penetration: +15% temporal Changes damage: +7% arcane / +6% lightning Talent granted: +5 Iron Grip Disarm immunity: +100% Knockback immunity: +10% Teleport immunity: +20% Only die when reaching: -40.00 life Spellpower: +11 (+1 eff.) When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 85% Wil, 85% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +9 arcane Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Alidodil Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical power: +20 (+2 eff.) Changes stats: +3 Dex / +3 Con Changes resistances penetration: +15% temporal Changes damage: +12% light / +6% temporal Blindness immunity: +56% Confusion immunity: +36% Maximum stamina: +30.00 Light radius: +19 See stealth: +32 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 6.6 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap &039; (Shrouds) (0 def, 4 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +15 Str / +9 Dex / +5 Wil / +4 Cun Changes resistances: +6% physical Changes resistances penetration: +15% blight Physical save: +10 (+0 eff.) Silence immunity: +50% Curse of Shrouds A cap made of leather. |
| On feet | pair of voratun boots &039; (Nightmares) (0 def, 6 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Str / +4 Dex / +23 Mag / +5 Wil Changes resistances: +15% fire / +15% cold Changes damage: +21% arcane Physical save: +18 (+0 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Lowers spell cool-downs by: 10% Curse of Nightmares It can be used to blink to a nearby random location (rad 14) Activation puts all charms on cooldown for 13 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Tool | dwarven-steel pickaxe &039; (dig speed 13 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+0 eff.) Fatigue: -7% Changes stats: +6 Str / +2 Dex / +4 Mag / +5 Wil / +6 Cun Maximum life: +22.00 Maximum stamina: +20.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Radiancequarry the steel ring (Madness) |
| On fingers | copper ring &039; (Shrouds) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +17 Cun / +5 Wil Changes resistances: +9% temporal Changes resistances penetration: +15% acid Changes damage: +6% acid Talent granted: +5 Bloodcasting Reduces incoming crit damage: 10.00% Confusion immunity: +20% Stamina each turn: +5.20 Vim each turn: +4.00 Mindpower: +7 (+1 eff.) Curse of Shrouds Rings make your fingers look great! |
| Around neck | voratun amulet &039; (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20 arcane resource burn Changes stats: +12 Dex / +12 Cun / +10 Con Changes resistances: +12% lightning / +6% light / +9% darkness / +27% cold / +12% mind / +5% arcane Changes damage: +9% mind Life regen: +5.00 Stamina each turn: +1.20 Movement speed: +10% Curse of Corpses Amulets make your neck look great! |
| In main hand | Belitha the Magmadeath (Misfortune) (55-82 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 55.0 - 82.5 Uses stats: 153% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +99 Damage (Melee): +16 fire Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Damage (Melee): +24 physical When wielded/worn: Armour: +8 Defense: +12 (+1 eff.) Fatigue: +12% Changes stats: +3 Mag / +11 Wil Changes resistances: +13% acid / +20% physical / +11% lightning / +13% cold / +6% nature / +19% fire Talents granted: +5 Frost Grab +3 Block Infravision radius: +4 See invisible: +12 Slows Projectiles: +40% Bonus block near projectiles: +64 Curse of Misfortune 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! |
| Around waist | Beeneg the Festerspiker (Corpses) Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Damage when hit (Melee): 2 nature Changes stats: +6 Dex / +10 Mag / +4 Wil / +8 Cun / +10 Lck Changes resistances: +11% lightning / +11% temporal / +3% physical Changes damage: +6% mind Trap disarming bonus: +14 Stealth bonus: +10 Stamina each turn: +0.50 Mana each turn: +0.71 Psi each turn: +0.50 Maximum mana: +44.00 Mindpower: +15 (+2 eff.) Infravision radius: +5 Curse of Corpses A belt that goes around your waist. |
| In off hand | Temporal Rift (Nightmares) (8 def, 4 armour, 50-60 power, 325 block) Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 153% Wil, 70% Mag Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +10 (+1 eff.) Damage when hit (Melee): 25 lightning On shield block: * Unleash a lightning nova of radius equal to the tinker tier. Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+0 eff.) Spellpower: +12 (+1 eff.) Slows Projectiles: +50% Special effect on block: Unleash a lightning nova of radius equal to the tinker tier. Curse of Nightmares Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. This item has been sent to the Item& |
| Cloak | elven-silk cloak &039; (Nightmares) (4 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Defense: +4 (+0 eff.) Damage when hit (Melee): 4 arcane / 6 cold Changes stats: +5 Mag / +5 Wil Changes resistances: +6% blight / +9% fire / +3% light Changes resistances penetration: +14% arcane Changes damage: +15% arcane / +9% mind Critical mult.: +60.00% Stealth bonus: +15 Spell save: +11 (+0 eff.) Maximum life: +60.00 Maximum mana: +55.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Healing mod.: +10% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Worm Nest (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Talent granted: +5 Diseased Body Disease immunity: +100% Spellpower: +15 (+2 eff.) Spell crit. chance: +8% Movement speed: +32% Curse of Shrouds It can be used to activate talent Carrion Feet (costing 8 power out of 20/20) : Effective talent level: 5.4 Power cost: 8 out of 20/20. Range: 10 Travel Speed: 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 42%. You can also activate this talent to instantly destroy more worms, letting you jump in range 10 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. |
Inventory
medical injector implant of the psychic (efficiency 263% / cooldown 77%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 263% efficiency and cooldown mod of 77%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 293% / cooldown 59%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 293% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 268% / cooldown 62%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 268% efficiency and cooldown mod of 62%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 4)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 24)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 25.0 steam per turn. Can be activated for an instant burst of 124 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.7 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 29)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 29.5 steam per turn. Can be activated for an instant burst of 147 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 20)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.2 steam per turn. Can be activated for an instant burst of 100 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 18)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.9 steam per turn. Can be activated for an instant burst of 94 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 27%; reduction 5; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 heal for 27% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (59% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; blight, physical, mind, darkness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (59% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 2 physical, 5 mind, 5 darkness It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 2856 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (836.54 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (59% of a turn) Is: a spell Description: Inflicts 903.46 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 803; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 803.06 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 586; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 586 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 584; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 584 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 1415; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1415 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 72; blocks 10; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 72 up to 10 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled &039;0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Cyrabretta the Bleakreeve (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +14% lightning / +3% darkness Reduces incoming crit damage: 5.00% Physical save: +11 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +18 (+3 eff.) Confusion immunity: +14% Stun/Freeze immunity: +22% Mindpower: +7 (+1 eff.) Infravision radius: +2 See invisible: +3 Curse of Misfortune Amulets make your neck look great! |
Fanged Collar (Nightmares)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... Curse of Nightmares This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+2 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Madness The weight of the world seems a little lighter with this amulet around your neck. |
Mirror Shards (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 Curse of Madness It can be used to create a reflective shield (50% reflection rate, 1392 strength, based on Magic) for 6 turns Activation costs 13 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Sootbiter (Madness)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+2 eff.) Defense: +15 (+2 eff.) Fatigue: -8% Effects on melee hit: * 20% chance to reduce damage dealt by 51% Changes stats: +13 Lck / +4 Mag Changes resistances penetration: +25% darkness / +25% light Changes damage: +7% acid / +6% darkness / +7% fire / +8% lightning / +6% cold Life regen: +4.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Reduce all damage from unseen attackers: 17% Curse of Madness Amulets make your neck look great! |
The Black Core (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Madness "Lock your soul away, and death will never reach you." |
The Far-Hand (Madness)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% Curse of Madness It can be used to activate talent Teleport (costing 19 power out of 36/36) : Effective talent level: 6.6 Power cost: 19 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (276). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 12). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Vox (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% Curse of Nightmares No force can hope to silence the wearer of this amulet. |
Withering Orbs (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Madness These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Zemekkys&Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. Curse of Shrouds It can be used to activate talent Time Stop (costing 26 power out of 80/80) : Effective talent level: 2.5 Power cost: 26 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
copper amulet of cunning (+2) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Curse of Madness Amulets make your neck look great! |
gold amulet &039; (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +2 Mag / +6 Wil Changes damage: +4% acid / +6% lightning / +4% fire / +9% mind / +5% cold Talent mastery: +0.22 Technique / Pugilism Psi when hit: +0.08 Maximum psi: +10.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Mental crit. chance: +2% Curse of Madness Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Corpses This ring shines with many colors. |
Inertial Twine (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+0 eff.) Knockback immunity: +100% Curse of Madness This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Ring of Growth (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+0 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Shrouds This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Shrouds This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
The Black Ring (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+0 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Misfortune "An innocuous bauble. Until you look through the hole." |
Ulirain (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Physical power: +5 (+1 eff.) Armour: +6 Defense: +15 (+2 eff.) Changes stats: +3 Str / +3 Con Only die when reaching: -60.00 life Curse of Madness Rings make your fingers look great! |
Vargh Redemption (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Corpses It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 38.62 cold and 36.05 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 31 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Shrouds It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn& |
Writhing Ring of the Hunter (Madness)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Madness A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
gladiator&Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 65 Damage (Melee): 9 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 65 Damage (Ranged): 8 physical Changes stats: +5 Str / +2 Cun / +4 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 11 cooldown : Effective talent level: 5.5 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
titan&Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% acid Changes damage: +11% acid Physical save: +6 (+0 eff.) Curse of Shrouds Rings make your fingers look great! |
voratun ring (Nightmares)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Nightmares Rings make your fingers look great! |
Samoblek the voratun battleaxe (Misfortune) (58-87 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 176% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 21% chance to reduce strength, dexterity, and constitution by 56 On weapon crit: * Wound the target dealing 636 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +26 blight Damage (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +23 (+3 eff.) Armour penetration: +17 Physical crit. chance: +19.0% Physical power: +17 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 65 Changes stats: +2 Wil Changes resistances penetration: +17% physical Changes damage: +3% mind Maximum psi: +40.00 Curse of Misfortune Massive two-handed battleaxes. |
Chalesavor (Shrouds) (38-49 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 40% Wil, 106% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 nature / +8 physical When wielded/worn: Accuracy: +38 (+5 eff.) Armour penetration: +13 Defense: +20 (+2 eff.) Changes stats: +11 Str / +2 Con Changes resistances: +12% nature / +3% acid Changes resistances penetration: +15% all Changes damage: +14% physical Stamina each turn: +3.00 Only die when reaching: -100.00 life Curse of Shrouds Sharp, short and deadly. |
voratun greatmaul &039; (Nightmares) (68-102 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 176% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +63 acid / +52 nature When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +16 Defense: +20 (+2 eff.) Changes resistances: +6% mind / +9% fire Changes resistances penetration: +35% acid / +31% nature Mental save: +6 (+1 eff.) Disarm immunity: +57% Pinning immunity: +20% Curse of Nightmares Massive two-handed mauls. |
voratun greatsword &039; (Corpses) (61-98 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 176% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 368 damage over 5 turns and reducing armor and accuracy by 46 Damage (Melee): +26 cold When wielded/worn: Accuracy: +26 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 66% Changes stats: +9 Str Changes resistances: +15% light Changes resistances penetration: +10% light Changes damage: +6% acid / +17% physical Light radius: +1 Curse of Corpses Massive two-handed swords. |
Twilight&Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 153% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +1 Curse of Corpses The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Nexus of the Way (Shrouds) (22-24 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Shrouds It can be used to activate talent Wayist (costing 31 power out of 60/60) : Effective talent level: 2.5 Power cost: 31 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 114 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
dragonbone starstaff &039; (Misfortune) (41-49 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 41.0 - 49.2 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +8.0% Physical power: +14 (+1 eff.) Damage (Melee): 30 fire Changes resistances penetration: +25% darkness Changes damage: +41% darkness / +15% cold Talent granted: +1 Command Staff Critical mult.: +32.00% Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +37 (+4 eff.) Spell crit. chance: +9% See invisible: +12 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Annihilator (Corpses)Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. Curse of Corpses This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Overburst (Shrouds)Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Attack speed: 100% Dam. multiplier: 120% Firing range: +7 On weapon hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Travel speed: +600% Attacks use: 2.0 Steam Curse of Shrouds "Have you ever fired a shot into a group of monsters and thought &039; Well now, there is!" |
Thoughtcaster (Corpses)Requires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 207.90 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+2 eff.) Mental crit. chance: +5% Steampower: +15 (+2 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. Curse of Corpses From body, mind. From mind, body. |
Floeravage (Nightmares) (39-58 power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 153% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +98 Damage (Melee): +12 cold Damage (radius 2) on crit: +4 darkness / +90 fire Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical On weapon hit: * reduce the cooldown of your ward talent by 1 When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +15 Armour: +6 Defense: +10 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 2 cold Changes stats: +3 Mag Changes resistances: +9% cold Maximum wards: +8 lightning / +8 temporal / +7 darkness / +8 fire / +8 nature / +8 blight / +8 cold / +8 arcane / +8 light Changes resistances penetration: +25% fire / +5% cold / +15% all Talents granted: +1 Ward +3 Block Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Global speed: +11% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Nightmares 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! |
Sleetguile (Madness) (39-58 power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Infused by arcane disrupting forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 153% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +94 On weapon hit: * 49% chance to reduce all saves and defense by 65 Damage (Melee): +13 mind / +12 cold Damage (radius 2) on crit: +8 cold Attacks use: 1.0 Steam When wielded/worn: Accuracy: +19 (+2 eff.) Armour: +6 Defense: +10 (+1 eff.) Fatigue: +12% Changes stats: +7 Str / +5 Wil / +5 Cun Changes resistances: +16% arcane Changes damage: +6% cold / +13% physical Talent granted: +3 Block Curse of Madness 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! |
Xeribreta (Corpses) (40-60 power, 0 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stats: 153% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +98 Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Damage (Melee): +18 nature When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Armour: +6 Defense: +10 (+1 eff.) Fatigue: +12% Changes stats: +2 Con Changes resistances: +2% physical / +20% blight / +22% fire / +17% nature / +15% cold Changes resistances penetration: +12% physical Talent granted: +3 Block Life regen: +4.00 Maximum life: +180.00 Healing mod.: +10% Curse of Corpses 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! |
Malediction (Corpses) (40-48 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 40.0 - 48.0 Uses stats: 153% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+2 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). Curse of Corpses The land withers and crumbles wherever this cursed axe rests. |
Voriyaba (Madness)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +4 Changes stats: +1 Dex / +5 Wil / +5 Cun Changes resistances: +15% acid / +9% blight / +7% fire / +8% lightning / +7% cold Changes damage: +9% physical Damage against: +26% Summoned Reduced damage from: +17% Summoned Stamina each turn: +2.00 Only die when reaching: -60.00 life Curse of Madness A belt that goes around your waist. |
hardened leather belt &039; (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +8.0% Physical power: +15 (+2 eff.) Damage when hit (Melee): 2 fire Changes stats: +5 Cun / +3 Dex Changes damage: +12% fire Stamina each turn: +3.00 Mental crit. chance: +7% Curse of Madness A belt that goes around your waist. |
Ethereal Embrace (Nightmares) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power Curse of Nightmares It can be used to activate talent Aether Breach (costing 15 power out of 28/28) : Effective talent level: 4.2 Power cost: 15 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 538.92 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Temporal Augmentation Robe - Designed In-Style (Shrouds) (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+3 eff.) Curse of Shrouds It can be used to activate talent Temporal Reprieve (costing 26 power out of 50/50) : Effective talent level: 2.5 Power cost: 26 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 3 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Ce&Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+2 eff.) Fatigue: -3% Changes stats: +4 Str / +5 Wil / +5 Cun Changes resistances: +9% nature Changes damage: +12% cold Physical save: +13 (+0 eff.) Spell save: +14 (+0 eff.) Mental save: +15 (+2 eff.) Stamina each turn: +0.30 Maximum life: +41.00 See invisible: +9 Movement speed: +10% Activating this item is instant. Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 16 cooldown : Effective talent level: 5.4 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 46% chance to evade melee and ranged attacks and 121 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Eilinira the pair of rough leather boots (Corpses) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +6 Lck / +4 Dex Changes resistances: +6% lightning / +6% nature Stealth bonus: +6 Spell save: +12 (+0 eff.) Silence immunity: +20% Curse of Corpses A pair of boots made of leather. |
Polyvea the pair of dwarven-steel boots (Madness) (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +4 Con Changes resistances penetration: +10% temporal Changes damage: +6% temporal / +7% physical Silence immunity: +21% Confusion immunity: +27% Stun/Freeze immunity: +26% Hate when firing a critical mind attack: +3.00 Spellpower: +6 (+1 eff.) Size category: +1 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Sleetwyrd the pair of iron boots (Madness) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 cold Changes stats: +10 Cun / +2 Mag Changes resistances penetration: +10% cold Changes damage: +6% blight Lowers spell cool-downs by: 10% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Steam Powered Boots (Misfortune) (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Curse of Misfortune Boots. But with steam power! |
pair of drakeskin leather boots &039; (Misfortune) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +13 Str / +6 Dex / +17 Mag / +10 Wil / +6 Cun / +14 Con Changes resistances: +15% lightning Changes resistances penetration: +30% temporal Changes damage: +10% acid / +21% lightning / +24% mind / +10% blight Disease immunity: +50% Spellpower: +10 (+1 eff.) Light radius: +4 Curse of Misfortune A pair of boots made of leather. |
Fist of the Destroyer (Shrouds) (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 70% Mag, 85% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 7% Curse of Shrouds It can be used to activate talent Darkfire (costing 7 power out of 12/12) : Effective talent level: 7.8 Power cost: 7 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 797.17 fire damage and 630.90 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Brass Goggles (Misfortune) (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +15 Defense: +10 (+1 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% Curse of Misfortune No self respecting craftsman would be caught without them! |
Dragonskull Helm (Madness) (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Grants telepathy: Dragon Physical save: +12 (+0 eff.) Spell save: +12 (+0 eff.) Mental save: +12 (+2 eff.) Curse of Madness Traces of a dragon& |
Omniscience (Shrouds) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+4 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Shrouds It can be used to reveal the surrounding area (range 20) Activation costs 16 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Steam Powered Helm (Madness) (3 def, 12 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Curse of Madness A Helmet. But with steam power! |
Daimasus the cured leather armour (Corpses) (11 def, 8 armour)Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +11 (+1 eff.) Fatigue: +7% Effects on melee hit: * 20% chance to reduce armor by 66% Changes stats: +4 Str / +5 Dex / +4 Mag / +4 Wil / +6 Cun Changes resistances: +19% fire Changes damage: +3% arcane Mental save: +12 (+2 eff.) Maximum life: +30.00 Spellpower: +5 (+1 eff.) Damage Shield penetration: +10% Curse of Corpses A suit of armour made of leather. |
demon seed [Draebor, the Imp] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Blazing Phase Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [daelach] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hitting in melee: +3.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: 13% chance to trigger a Blood Spray cast of level 5 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doomfire Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Silence Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh&Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Armoured Leviathan Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
demon seed [dĂșathedlen] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Grants telepathy: All Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances: +35% blight / +35% fire / +35% physical Reduce damage by fixed amount: +25 blight / +25 fire / +25 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Talent granted: +5 Doom Storm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances penetration: +25% blight / +25% fire / +25% darkness Changes damage: +32% blight / +32% fire / +32% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 When attach to an other item: Changes resistances: +35% acid / +35% darkness / +35% blight Reduce damage by fixed amount: +25 acid / +25 darkness / +25 blight Demon status: alive (100% life). The seed of a demon. |
Quiver of the Sun (25/25, 34-47 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 96% Wil, 70% Mag, 68% Cun Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +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. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1218 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Buregodor the iron pickaxe (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +1 Str / +2 Dex / +4 Cun / +3 Con Changes resistances: +3% darkness Confusion immunity: +10% Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ivuta the iron pickaxe (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +5 Str / +1 Dex Changes resistances penetration: +5% mind Mental save: +6 (+1 eff.) Mana each turn: +0.12 Light radius: +1 Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ivythra (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature / +1% physical Changes damage: +6% nature Physical save: +9 (+0 eff.) Only die when reaching: -60.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe &039; (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Armour: +8 Defense: +35 (+4 eff.) Damage when hit (Melee): 8 mind / 6 physical Changes stats: +13 Str / +4 Mag / +9 Con Changes resistances: +18% darkness Changes resistances penetration: +20% acid Physical save: +18 (+0 eff.) Infravision radius: +4 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 14 cooldown : Effective talent level: 4.2 Power cost: 14 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +89 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe &039; (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 6 arcane Changes stats: +6 Str Changes resistances: +6% acid / +10% darkness / +6% blight / +9% fire / +14% nature / +5% arcane Changes resistances penetration: +25% acid Changes damage: +8% nature When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 14 cooldown : Effective talent level: 6.6 Power cost: 14 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +119 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 42 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia&Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia&LASTANTIQUE_WHITE |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 52 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Arthogadil the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +5 Cun / +1 Wil Changes resistances penetration: +5% blight Mindpower: +10 (+2 eff.) Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 13 power out of 25/25) : Effective talent level: 3.5 Power cost: 13 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 1176.77 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 1176.77 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. |
brass lantern &039;Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +3% arcane Mental save: +5 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +15 (+2 eff.) Spell crit. chance: +1% Light radius: +3 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern &039;Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +14 (+2 eff.) Changes stats: +8 Mag Changes resistances: +5% physical Changes damage: +6% fire Physical save: +19 (+0 eff.) Spell save: +20 (+0 eff.) Mental save: +32 (+5 eff.) Life regen: +4.96 Spellpower: +17 (+2 eff.) Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon&0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
81 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 104 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher&YELLOWLASTYELLOWLASTANTIQUE_WHITE039;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. |
Frozen Shards (25/25, 32-38 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Lorohek the Duathelburst (20/20, 53-64 power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 472 nature damage and pinning them for 3 turns Damage (Ranged): +16 darkness / +59 cold Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +20 arcane / +25 cold Shots are used with slings to pummel your foes to death. |
Spider&Requires: - Dexterity 24 Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 22.0 - 26.4 Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Nature Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It& |
Star Shot (20/20, 32-38 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Wind Worn Shot (25/25, 39-46 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
amazing second skinPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +10.00 Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Critical mult.: +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
voratun galvanic retributorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Damage when hit (Melee): 25 lightning Tinkers can be attached to normal items to improve them with steam power! |
voratun white light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes damage: +20% light Light radius: +5 See stealth: +10 Tinkers can be attached to normal items to improve them with steam power! |
Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+0 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+0 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Boltvault the elm wand of lightning storm [power 122] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Dex / +1 Mag / +3 Cun Changes damage: +9% lightning Reduces incoming crit damage: 15.00% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 39 lightning damage and will be dazed for 1 turn (199 total damage) Activation puts all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 354.04 temporal and 756.32 darkness damage (based on Magic) Activation costs 11 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Glowing CorePowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 4 When wielded/worn: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% See invisible: +20 When carried: Light radius: +2 When used to imbue an object: Changes resistances: +50% light / +50% fire Damage affinity(heal): +20% light / +20% fire Blindness immunity: +100% Light radius: +4 See invisible: +20 Latent Damage Type: Light This is all that& |
3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Mischief Managed the Lich Adventurer level 50
7th Wealth 123rd year of Ascendancy at 22:49 see stats
A different point of view (Madness (Roguelike) difficulty)
2nd Loss 122nd year of Ascendancy at 01:24 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Mischief Managed the Lich Adventurer level 43
18th Steel 123rd year of Ascendancy at 17:12 see stats
Back and there again (Madness (Roguelike) difficulty)
16th Steel 124th year of Ascendancy at 22:33 see stats
Backstabbing Traitor (Madness (Roguelike) difficulty)
Killed 6 escorted adventurers while you were supposed to save them.By Mischief Managed the Lich Adventurer level 38
12nd Steel 123rd year of Ascendancy at 00:03 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Mischief Managed the Lich Adventurer level 50
10th Loss 123rd year of Ascendancy at 06:48 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Mischief Managed the Dwarf Adventurer level 27
1st Dearth 122nd year of Ascendancy at 16:45 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By Mischief Managed the Lich Adventurer level 50
42nd Profit 123rd year of Ascendancy at 16:35 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Mischief Managed the Lich Adventurer level 50
12nd Wealth 123rd year of Ascendancy at 01:29 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Mischief Managed the Lich Adventurer level 48
7th Voratun 123rd year of Ascendancy at 02:14 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Mischief Managed the Dwarf Adventurer level 33
14th Loss 122nd year of Ascendancy at 07:30 see stats
Earth Master (Madness (Roguelike) difficulty)
15th Steel 123rd year of Ascendancy at 20:11 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Mischief Managed the Dwarf Adventurer level 22
3rd Wealth 122nd year of Ascendancy at 05:15 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Mischief Managed the Lich Adventurer level 44
33rd Steel 123rd year of Ascendancy at 02:06 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Mischief Managed the Dwarf Adventurer level 26
25th Wealth 122nd year of Ascendancy at 20:40 see stats
Home sweet home (Madness (Roguelike) difficulty)
2nd Loss 122nd year of Ascendancy at 01:03 see stats
I'm a cool hero (Madness (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Mischief Managed the Dwarf Adventurer level 15
15th Profit 122nd year of Ascendancy at 06:54 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Mischief Managed the Dwarf Adventurer level 33
14th Loss 122nd year of Ascendancy at 07:30 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Mischief Managed the Dwarf Adventurer level 10
3rd Acquisition 122nd year of Ascendancy at 22:38 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Mischief Managed the Dwarf Adventurer level 20
37th Profit 122nd year of Ascendancy at 02:47 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Mischief Managed the Dwarf Adventurer level 30
20th Dearth 122nd year of Ascendancy at 11:17 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Mischief Managed the Lich Adventurer level 40
14th Steel 123rd year of Ascendancy at 15:31 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Mischief Managed the Lich Adventurer level 50
41st Profit 123rd year of Ascendancy at 22:45 see stats
Lichform (Madness (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Mischief Managed the Lich Adventurer level 34
26th Shortage 122nd year of Ascendancy at 23:15 see stats
Myths of an age past (Madness (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Mischief Managed the Dwarf Adventurer level 31
2nd Loss 122nd year of Ascendancy at 01:24 see stats
Oozemancer (Madness (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Mischief Managed the Lich Adventurer level 49
9th Voratun 123rd year of Ascendancy at 15:18 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Mischief Managed the Lich Adventurer level 45
38th Steel 123rd year of Ascendancy at 21:06 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By Mischief Managed the Dwarf Adventurer level 33
22nd Loss 122nd year of Ascendancy at 02:44 see stats
Shasshhiy'Kaish (Madness (Roguelike) difficulty)
32nd Stralite 123rd year of Ascendancy at 15:27 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Mischief Managed the Dwarf Adventurer level 27
30th Wealth 122nd year of Ascendancy at 17:28 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Mischief Managed the Dwarf Adventurer level 25
24th Wealth 122nd year of Ascendancy at 20:01 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Mischief Managed the Lich Adventurer level 50
39th Dearth 123rd year of Ascendancy at 02:35 see stats
Slimefest (Madness (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Mischief Managed the Lich Adventurer level 49
10th Voratun 123rd year of Ascendancy at 16:31 see stats
Squadmate (Madness (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Mischief Managed the Dwarf Adventurer level 6
19th Voratun 122nd year of Ascendancy at 17:54 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Mischief Managed the Dwarf Adventurer level 31
2nd Loss 122nd year of Ascendancy at 01:24 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By Mischief Managed the Dwarf Adventurer level 11
3rd Profit 122nd year of Ascendancy at 11:38 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Mischief Managed the Dwarf Adventurer level 9
2nd Acquisition 122nd year of Ascendancy at 19:05 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Mischief Managed the Dwarf Adventurer level 31
2nd Loss 122nd year of Ascendancy at 01:24 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Mischief Managed the Dwarf Adventurer level 32
13rd Loss 122nd year of Ascendancy at 13:21 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Mischief Managed the Lich Adventurer level 44
31st Steel 123rd year of Ascendancy at 02:16 see stats
There and back again (Madness (Roguelike) difficulty)
3rd Shortage 123rd year of Ascendancy at 19:18 see stats
They Came From Outer Space! (Madness (Roguelike) difficulty)
Discovered the true origin of dwarves and drems.By Mischief Managed the Lich Adventurer level 34
27th Shortage 122nd year of Ascendancy at 05:17 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mischief Managed the Dwarf Adventurer level 22
4th Wealth 122nd year of Ascendancy at 00:05 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mischief Managed the Dwarf Adventurer level 13
9th Profit 122nd year of Ascendancy at 21:29 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Mischief Managed the Lich Adventurer level 42
17th Steel 123rd year of Ascendancy at 17:03 see stats
Well trained (Madness (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Mischief Managed the Lich Adventurer level 36
13rd Iron 123rd year of Ascendancy at 02:25 see stats
Log
There is an item here: Revenant (Madness) (8 def, 20 armour)
Shadow casts Phase Door.
Ran for 2 turns (stop reason: object seen).
There is an item here: Shoes of Slowly Moving Quickly (0 def, 0 armour)
There is an item here: Anti-Gravity Boots (Corpses) (8 def, 8 armour)
There is an item here: Wanderer&
There is an item here: Eden&
Shadow casts Phase Door.
Ran for 2 turns (stop reason: object seen).
There is an item here: Cloth of Dreams (Shrouds) (10 def, 0 armour)
There is an item here: Wind&
There is an item here: Destala&
Today is the 21st Steel of the 124th year of the Age of Ascendancy of Maj&LASTThe Black Wall (Nightmares) (12 def, 9 armour, 52-62 power, 200 block)
There is an item here: Temporal Rift (Nightmares) (8 def, 4 armour, 50-60 power, 325 block)
There is an item here: Shieldsmaiden (Shrouds) (5 def, 20 armour, 48-57 power, 150 block)
There is an item here: Piercing Gaze (Corpses) (5 def, 25 armour, 40-48 power, 180 block)
There is an item here: Blightstopper (Nightmares) (18 def, 12 armour, 52-62 power, 240 block)
There is an item here: Sanguine Shield (Madness) (0 def, 15 armour, 40-48 power, 220 block)
There is an item here: Summertide (Shrouds) (17 def, 15 armour, 52-62 power, 260 block)
There is an item here: Deflector (Misfortune) (22 def, 11 armour, 49-58 power, 230 block)
There is an item here: Titanic (Misfortune) (20 def, 18 armour, 48-57 power, 320 block)
Shadow casts Phase Door.
The furious lightning storm around Mischief Managed calms down and disappears.
Mischief Managed no longer revels in blood quite so much.











































































































































































































































































































































































































































































































































































































































































































































